Wonderful! I have just a little more mod work to do and then I will be jumping in for some questing fun.
seanw3
Well, this would be the point in the beta where we see if the game can succeed. Beta 5 started out kind of rough, but as long as it is an indefinite cycle, I am not too concerned. I don't think anyone at Stardockia thinks the game is ready for release. But let's jump on them it if they do. Don't want it out in its current state.
The most probable balance we will see is more XP needed to level heroes. Don't make them weaker, make them take longer to get. Beyond that, a slight reduction in trained unit labor costs. I would really like to see early game units only take about 3 turns given how useless they can be. This would really help out the AI and allow for a few weak units to tag along with heroes after the core buildings and pioneers have been built. I think the real problem is that the world is balanced to be
[quote who="Emperorjarin" reply="11" id="3234910"]I agree, but perhaps the devs or a clever modder should change the restore land spell to a lower-level, and make an equivalent for Empire players as well...[/quote] Already done. It is a level 3 earth spell with no tech prereq in my mod.
Rule of thumb: If I see a popup adverting a game, I don't try out that game. So really, by not advertising, they will gain users. Gamers don't need to be advertised to. We seek out new games.
I would also like a spell to salt the earth. If I can't defend an area, I would like to make it barren so that no one else can use it. Currently I just lay down a city and then destroy it or let the monsters feast. A spell using this old mechanic would be a nice salvage.
[quote who="Glazunov1" reply="6" id="3234663"]Yes, but you also sacrifice small animals to Bill Gates, and have created an Evil Midget World-Conquering Mite tribe. I need hardly add that this grants you special powers.[/quote] They prefer to be called Minions. Or at least I assume so. I sowed their mouths shut to prevent them from smiling.
[e digicons]:omg:[/e] The goodiehut denotes the unit level? Well I'll be... This changes everything. I am just about half done with the traits. Nice to see there is some logic to the spawn ratings so all this work is not useless. Thanks for the info.
The last one had Map Maker, Faction Maker, Effect Maker, Tile Maker, and an ingame way to upload and download to and from the mod server. I expect no less. But will there be more? We already know there will be no quest editor as Fb asked us to make one. Since Derek uses some newfangled excel chart thingy, I would guess that we might get the original options with some better polish. They also said they might give us the chart thingy Derek uses. Maybe though, we will get a unit creator or some
Idea for Cross-Class for Thief and Governor... Politician
I would hope that at some point the unit's level will be defined in the xml more clearly. Maybe when they do a balance pass on heroes again. They have not been touched much over the last beta cycles. I understand why. Heroes take up about 8,000 lines of code. I am currently going through each one and giving them armor, weapons, a good path, and some unique proficiencies. Gonna have to go into hardcore mod mode: *Activate beer, coffee, car
Getting it to apply to only the hero is tricky, but there is precedent. Summer is a player bonus to summons spawn rating, but there is a unit stat that increases it for just that unit's summons. I am putting that on my list of things to test. [quote who="Wizard1200" reply="9" id="3234825"]Huh? Nobody suggested a complicated system like this, but you are right that such a system would hurt the AI.[/quote] We talked about it way back in Beta 2 when we th
Fire power and reduced percentages could work. If Fire power only add +2 damage or so to a spell and shrines can increase their firepower with upgrades, that would be a better scale. I may even be able to swing hero level bonuses to only affect their spells. I will test it and get back to you guys.
She spends a point to get that staff. Magnar will get his for free and I will make Spell Staff available for Sov customization.
I am trying to think of a better way to progress spell damage. It is too complicated to get the AI to choose from things like Fire Evoker, Water Evoker, etc. It never knows which spells it has and will have, so it makes bad calls. It would be nice to simply increase the damage of spells with incremental numbers like we do with physical attacks, but we currently don't have the modability for that. Anyone got some good ways to progress spells from a trait?
Been trying to level out those hired heroes, but there is no explicit level for any of them. I suspect that the Spawn Rating determines what level a unit is and which tech unlocks the unit for hire, but not all units have a Spawn Rating. In place of that some have a "HasEssence" tag, which as you might remember is from WoM. Can anyone think of a way to see the level of a unit and modify it or are we stuck with observing every hero and modding based on observation?
I will probably switch out his staff with a spell staff, good call.
I turn surrender off. It needs balancing and some limitations.
I still have to update them with the new trait names. There are so many heroes, it's taking a long while. I am also giving them weapons and armor. It will be interesting to see how that affects the AI.
My stutter goes away after a while of using the cloth map. Odd behavior really.
I know the first .980.65 or whatever build had trees for me. .980.1 does not.
I have the same problem. When I make the changes to start modding, the tress go away.
I updated to .980.06 to see the wonderful trees appear in the game. Then I got the .98.1 and added the standard /nomultisample to get people to show up. I added /localdataonly to get the mod to show up. Now I don't have any trees, except for the cloth map again. I guess that is the price I pay for modding.
Wow, it looks like there are some major gripes with the strategic game balance. I took off in my own direction awhile ago and I just can't bear to go back to the vanilla. There is nothing majorly wrong with it, but it lacks the depth I need to stay interested in the game. Now that I have a better RPG aspect too, it's hard to call myself a beta tester. Don't get me wrong, alot of great things are being added, fixed, and balanced. But doing polish and balance at once means b
Increasing the difficulty definitely adds to enemy Sov power. I am not sure on the specifics, but they seem to get extra attack and extra paths.