I have knowledge about that I didn't really want it to become popularized yet. If you watch the game with the map revealed, you quickly realized the AI, monster, NPC Kingdom, NPC Empire, All AI Factions, are all moving at the same time in many cases. This is the heart of why the monsters and the factions seem to be allied. They don't collide with each other when both move to a tile at the same time. So, not only can they be in th same tile, often times the monsters that cha
seanw3
Bow damage is currently 25% of weapons at the same tier if you look at it per round. They only compete well against unarmored units. So, I guess they work great on alot of the crap units the AI builds and every monster and his mother. Anyone see a balance issue staring them in the face?
[quote who="Glazunov1" reply="90" id="3224171"]Those blunt, cutting, and piercing only traits are a real drag, in my opinion. The low percentage increase practically requires a heroic weapon, and then you're offered a damage improvement that isn't even suited to the one you have.[/quote] Ever look at the bonus Lord Verga gets with that +25% attack? He starts the game with 20 attack and can easily make that a solid 50 in 25 turns or so. I have alot of +2, 3, 4 at
[quote who="Heavenfall" reply="86" id="3224035"] who builds units in a town anyway?[/quote] I do. That +1 materials and +2 PPM really make training there a must for tank units. As Gilden, you are better off building the Iron Golem in a Town to get all that extra Hp. At level 5 you can double the bonus. Or at least you could if I could fix the damn code. I pick on my mod subscribers with violent monster and Derek picks on me with non-functioning xml. Shit rolls downhill
It should work on pioneers.
It doesn't seem to work for cities yet, but it does for units. Changing it back to a unit modtype will make the monster AI see your units and want to kill them. So there are still ways to apply it, but cityhubs are not a good way. It does wonders for outposts though. I am also having a problem with the Guild Grocer not making my units beefy. Need to check on that, but I guess no one else has tried it yet.
We have already discussed this idea in great detail. I would repost my expert analysis and persuasive prose as to why it does not work for this game, but the devs have already shot down the idea. No need to hash up old debates. The best way to keep archers in check is to allow them to do a small amount of armor piercing damage or more damage in general. Of course, we will see which one the devs choose come beta 5.
If you search the forums a bit, there is a breakdown of traits. It should still be up to date. We haven't see too many additions since beta 3.
Monster Aggression seems to be limited to unit and perhaps resources. Not sure why, but monsters are really adamant about me not having and outlying resources. They even camp on top of them alot of the time. So basically the way I have it now is that units within your ZoC will be attacked more often. That, in a round about way, means monsters will present more of a threat to expansion. They will also go after outposts, but they will not target cities as of now. I will keep trying on that
No you didn't. [e digicons]:)[/e] You got Shadow World. Shadow World Rift opens 25 gates on the map. Each one spawns 5 armies of death demons. You need to get 3rd book of the magi and death 5 to unlock it. I am going to make something like this for each 5th level spellbook and 3rd book of the magi.
Anyone been able to cast Shadow World Rift? So frakking epic! [e digicons]}:)[/e] [e digicons]XO[/e] [e digicons]:karma:[/e] [e digicons]:karma:[/e] [e digicons]:karma:[/e] [e digicons]:karma:[/e] [e digicons]:grin:[/e] [e digicons]8|[/e] [e
Expansion needs to be prevented by angry monsters, not gildar. You have to include in your solution something that can be incorporated into the AI. Increasing the economic penalty makes the AI expand and get hurt by it. It doesn't stop the AI from doing it. We should be pushing for harsh monster aggression and an AI that groups up an army with pioneers.
Add some elemental resistance to all monsters and increase their spell resistance.
Were you starting a new game to test or using an old one?
I forgot about calcs. So it is still very useful. You should note that some things can be done with . Improvements that increase defense can apparently target a specific unit class. Using the same logic I am going to give each monster for the beastmaster mod a class BeastMarked and then add modifiers that use BeastMarked . I am still testing this function, but it already works with city summons and a host o
Tireless March should only be affecting strategic movement. It should also be unstackable.
If the devs decide to add in terrain bonus logic to the AI, then that would be moddable, UmbralAngel. That hope is probably more likely for the expansion though.
We can't do that now. When modding is opened we will be able to do 1000 times more than that. Didn't like the way that mountain pass looked last game? Modify the stamp so next time it is full of Spartans.
It's hard to tell. I can't see a reason why higer positive numbers would not work, but I also can't see them working. I will continue to test and let you know.
Are you trying to use a question mark? I tried adding it to cityhubs. Still need to test it. Adding it to a unit will affect how likely things are to attack that unit. So you would want to add it to the pioneer, not the monster.
v1.952.012 is up! +Fixed Monster Aggression for cities +Added new difficulty setting called Chuck Norris. (This is only for advanced players)
This is the pitfall of allowing a workplace to incorporate a community. If someone leaves on poor terms, they can sue you. I am really glad our broken court system doesn't allow people I left on bad terms to sue me. Also glad that every troll and hater on the internet has no idea who I am. Try not to let the bad humans get you down Frogboy. There are alot of good human beings out there to make up for the bad ones. Maybe if we could get trolls to even things out with a carbon footprint dea
I will switch it on over to city. I must have reverted that change during the henchmen fiasco today.
I assumed this was possible. If not, I will have to rethink some of my plans. Seems like a good candidate for the mod bugs thread.
Don't forget, you can increase the power of the lair in the CoreGoodieHuts.xml file. I like where your head is at. Let the player burn in anguish! [e digicons]}:)[/e]