Oops, thanks. I am thinking about a new name for the mod too if anyone has any ideas. So far I am think about calling it Sunnyworld for the sake of contrast. [e digicons]:sun:[/e]
seanw3
Actually, an increase based on relations would be fitting. The AI actually has a two-way relation mechanic with the human player. We might try a percent increase in costs for every diplomatic point you have. So having a net of +4 relations would be +20% shop prices. +8 net would cap the bonus at equal to my own costs, so you can't game the buying system on good relations. Then for 0 net and lower you start to pay massive sums. If Lord Verga paid 800 Gildar for that Greatsword, I would pro
You might want to adjust some of the numbers. I give out alot of stats because the weapons in my mod do very little damage. In general, a 50% nerf to all attack bonuses might be a good idea. Instead of +1 attack per level, +.5 per level and so on.
This is not a bug, it's a game mechanic. It would be wise to talk about it in that context if you want to persuade the powers that be.
Everytime I talk about the Stardock company in business conversations, people think I am saying startup company. They keep exclaiming that I shouldn't put so much faith into it. They seem to think you are a high risk company... Like the new logo though.
I play the game in windowed mode and watch TV while I play. Never had a problem running itunes, hulu, and FE all at the same time.
That would be great for my more complex spells. Like the one that locks a unit into a faster timestream and poisons him. Hehehe...
How about no selling to people unless they sign an Alliance? Even if I sign a Non-Agg Pact, I don't want to be selling Lord Verga a Greatsword...
[quote who="DsRaider" reply="16" id="3234403"]I thought all units rolled for accuracy together... It makes no sense to me they would do it any other way.[/quote] Incorrect. Each soldier in the unit rolls most of his stuff separately on attack. He has his own max and min attack and accuracy. Resists, defense, and other stuff are one calculation. It is a little counter-intuitive, but I don't see a change in our future any time soon. I hope the disillusionment helps you plan bet
The new version 1.980.001 is up! This one totally redefines hero paths. You can now enjoy a much more focused design for the RPG aspect of the game. It meshes well with the improvements I made the strategic side. The next step will be the crossover. I plan to make Path of the Governor into a full feature mix of strategic bonuses and hero progression. I want to nail down the basics before I get into that stuff. Check the link in the OP to see all the wonder
If you look at the actual code, it is a calculation on the AI Value tag. I would have to test it, but the simple logic is that the AI is using that priority to decide which spell to cast. It seems the AI chooses who to perform an action on based on this number. A higher priority on stoneskin, causes the AI to cast stoneskin before any other spell. A higher priority on flamedart causes the AI to cast it before doing anything else. I would have to test it further, but if that is the case, we ca
Five units have a greater chance for at least one unit to hit. If one unit hits, no others get backswing. So the more soldiers in the unit, the less chance you have to get a backswing. So axes are not good for later game scenarios when compared to weapons with bash or counterattack or armor pierce. [quote who="DsRaider" reply="13" id="3234379"]I don't think anyone on this forum has used axes, swords, or spears in a real battle.[/quote] We do things dif
ISUpgradedValue tag is now gone from the CoreImprovements file.
So do the tags work right now? If not, that's fine. As long as they get turned on at some point, I love the design concept.
[quote who="Heavenfall" reply="3" id="3234365"]It will be quick and quiet. If you get shot you will be left behind. Save one bullet for yourself.[/quote] I am going in with 2 kilos of C4 on me chest and a dead man's switch. He ain't taking me alive. No sir. [e digicons]>:([/e]
This is so much win, but how much of these can we add before it starts slow the game down? I already have a ton of these I want to implement: Check if enemy is poisoned, then cast haste enemy. Check if ally is poisoned, then cast slow ally. Check if enemy has 50+ armor, then prioritize target for elemental damage. (Staves too!) Check if unit is powerful, then cast enchantments to make it invincible. Check if unit is powerful, but wounded,
Great read. Karma for you!
Shops are hardcoded and the only way to get a hold of the code is to break into Derek's special hardcode safe in his office. Hf, Frog and I are planning a caper, but we still need a wheelman if you are interested. [e digicons]*_*[/e]
[quote who="DsRaider" reply="11" id="3234321"]Backswing is the one thing I don't agree with here. We already have spears for armor piercing. You could however switch it so Spears get counter, Axes get pierce, and swords get backswing. That makes more intuitive sense to me anyway.[/quote] These sound like words from someone who has never used a weapon in battle. Most of the changes you suggest are counter-realistic, but could work from a pure balance perspective. I t
Wasn't my suggestion, I just thought I would shamelessly promote my cool spells. [e digicons];)[/e]
BTW, got me some Beyond Compare and the difference is huge. It's so much better.
[quote who="taltamir" reply="43" id="3234162"]This will break suspension of disbelief.[/quote] Then you will hate my life 5 spell Miracle Day. It gives all units max strategic regeneration and 1 tactical regeneration. That is all units in the game. =)
There was talk of some python, but that was for WoM. Right now we are only expecting to have xml modding.
Finally. [e digicons]:beer:[/e] I know we have gotten alot of love over the beta process, but there is still much that we could do with some bug attention and the stuff in the mod requests thread. The whole world change thing is still sending me for a loop. I wonder what other goodies we will get come 1.0.
w00t! I finally finished the first installment of the Path Mod. Now I just need to update to .98 and start editing each hero/Sov. I don't expect that many outside players since we are looking at a new update next week and the new mod is bound to have bugs, but it feels nice to at least finish 100 new spells and 200 new traits.