Lovely manual and I got an honorable mention! It felt more like a yearbook than a manual, remembering back through all the changes and developments over the past six months. The best part is the faction pages. Great job there.
seanw3
Ya, the challenge for this victory path should come from the faction AI ganging up on you. Presumably you are casting it because you can't succeed in conquest. Well, you had better be good a defense.
[quote who="Kestral2040" reply="8" id="3256116"]cant it be both? [/quote] [e digicons]:rofl:[/e]
I'll let you know in a day...
So they are getting a free pass for quests? That is surprising and unfair. I haven't seen any of this, but then I never see the enemy ever doing quests.
Don't get me wrong, it would of course be great to get more modding capabilities. I just don't think anyone over at Stardock is planning on doing that. I didn't mean to seem as if I was trying to invalidate anyone's opinions. [e digicons];)[/e]
Score one for the modders.
What was all that nonsense about taking a break after release? I heard the deal was that Derek would let the devs out of their chains to go to the bathroom, but no one said anything about a break. Maybe he meant bathroom break?
Click on the icon on the left that shows an idle city to zoom to it. Idling cities is a strategic choice in this game and it is very likely you would want several cities to idle. So having a function like you suggest would be very annoying.
This had been reported, but not shown as fixed in the change logs. Maybe they are still working on it? Be a shame to release the game with no treaties.
I think what everyone really wants is a 1 day until release thread.
There is so much to be done just within the current XML, I am not too concerned with not having advanced scripting. To me, the modding is incredibly robust and user friendly. Be happy with what you have and learn how to wield it.
How would you give the item? How would having an item trigger a quest? You actually have to use the item to get a quest as in Relias' treasure map. Sov and hero deaths don't have alot of modding potential. I don't see a way to give an item.
Chain is much stronger against cutting that it is against blunt. And making it the strongest against pierce would cause problems for weapon balance. So the only other alternative would be to make each armor type have only a weakness, not an advantage. You would then use different weights to make up for the superiority of better armor. Overall I decided I liked chain as great cutting defense. It just works so well as a game mechanic. But my plate has no bonus against blunt. It's just very
[quote who="Angry_Hominid" reply="56" id="3255753"]Tactically or graphically this game doesn't have anything on Shogun Total War 2.[/quote] True, but that game has the most hilarious and frequent MP desyncs in the history of MP desyncs. And since this game is moddable and that one is the same stale battles over and over at this point, FE wins overall for me. I can get some joy out of playing the terrible cheaty Shogun AI, but it mostly fun to watch as a movie, not for playing as a
With what we call background unit stats, you can indeed tell if a unit has been injured. Stormworld does this and uses it to calculate other functions. But you can't initiate a quest based on that. There are only a few triggers for quests. Population level, turn number, goodiehut and item. So, you could have a building that unlocks an item in the shop. Using that item could start the quest. But you can't have a quest pop up when someone is injured.
[quote who="Kongdej" reply="15" id="3255795"]I want full armoured knights[/quote] So did Western Europe, but it was too heavy. A plate chest with chain for everything else looks pretty great for knights. Gilden can have full light plate and Trogs can do full plate no problem. Then there is the Alteration spellbook that can burden or feather units to temporarily get rid of the penalty or screw over enemy tanks. You see, when you place a realistic limitation, magic become
That's certainly one way to go.
It will be a midnight release somewhere in the world. [e digicons]:grin:[/e]
I am guessing there is a technical problem with getting the AI to cast things like Pillar of Flame. It can do it, but it chooses not to. How polite, but I just cast it on you six times...
Thanks for the list. The rebalance to factions and some custom faction attention looks solid. It's been a great beta. Thanks for all the hard work.
Oh I see. Thanks.
And it is for Iron Golems only.
Will it work the same as your unique units in StormWorld? What code would revert it?
That axe is for Juggernauts only. The weight is fine for them.