seanw3

seanw3

Joined Member # 2990919
182 Posts 5,819 Replies 1,616 Reputation

I have been using some background stats to add specific modifiers to the game. After figuring out how the unitclass sepcification works, though, I am wondering if there is still a reason to even use background stats. For instance, my cities have an improvement that gives all bowmen +4 Initiative. I just need to add a unitclass tag to each unit I want to be affected and then specify that unitclass in the game modifier. Isn't that why we started using BG_Unitstat in the first place? <p

3 Replies 3,269 Views

Turn them away? I am saying make the monsters dogpile on top of the champion. There is not enough pain or misery in the world of Elemental. I want to help in any way that I can.

1,118 Replies 2,455,442 Views

[quote who="Heavenfall" reply="25" id="3223025"]My advice - stop treating production like something you get for free. There are huge bonuses to be picked up, and they'll benefit you more the earlier you build them.[/quote] It's not free, it's an investment. If you notice, I was specific in my example with the +1 PPM bonus of Timber Mill. Logging Camp is fine. In fact, my mod uses Logging Camp as a mold to make the other production opti

26 Replies 39,838 Views

Version 1.952.011 is up! Changes: +Cities and Outposts now attract monsters to them. +Warden and Nightwatch will make monsters ignore Cities and Outposts. +Lairs have been refined to give the player a 50 turn heastart before crushing them. +Trolls, Darklings, Wildings specifically won't upgrade till later. But how much later? [e digicons]:)[/e] +The Syndicate is now more dangerous. +Mundane Staves now offer some

856 Replies 2,038,142 Views

After an hour of work I realized that special units make more sense as race attributes than faction abilities. The better thing is to allow us to make custom races in addition to custom factions.

856 Replies 2,038,142 Views

For my next trick I will be adding 50% monster aggression to cities and outposts. You can reduce that by constructing the Warden and Nightwatch respectively.

856 Replies 2,038,142 Views

Your destruction sounds... delicious. That is exactly the kind of wanton rage quitting I am trying to elicit from the player. I will set up a precursor darkling camp with no mounts and fewer units. That will give you 50 turns before they come at you with those wtfpwn riders. Aren't I just the worst?

856 Replies 2,038,142 Views

You think that +1 Growth is small? That tells me the current vanilla game is far too unbalanced to play. I reduced that to .5 for consulates and it still seems OP. Espcecially since I set the AI to really want this improvement.

26 Replies 39,838 Views

Used to be sexual harassment was about protecting women from the sex crazed misogynists of the business world. Now it is about prevent hilarious Family Guy references? USA!USA!USA! [e digicons]\o/[/e]

83 Replies 269,631 Views

I am sure I can get Henchmen working the right way. On a side note, I am using a nearby computer. I had to cannabalize my old one for some parts, but at least things are up and running. Not sure how well the game will run on an old videocard, but this one has 2x my CPU power, which is supposedly where the engine shines. Also, this is a 64bit windows 7. It's at least enought to keep modding, but I am not sure how often I can use it. Anyhow, have people

856 Replies 2,038,142 Views

Let's do some math! On a good day something like Timbermill gives you +3 Production per turn. It costs 387 Production to build. That means it will take ~129 turns to compensate for the opportunity cost. If most games last 500 turns by the time the game releases (currently more like 300), you will only see 270 turns of gain, which is only 810 extra production overall, if you get the recquisite techs by turn 100. Considering that earlier turns are more significa

26 Replies 39,838 Views

I think costs are generally spot on. The only buildings I have a problem with are the ones that increase production. +1 PPM (production per materials) is irrelevant when it takes 12 turns to get. Same with 10% discounts.

26 Replies 39,838 Views

On a side note, I got the random event in real life today where your motherboard craps out and you can't afford to get a new one. This is exactly the kind of "fuck you" event I love. I might not be able to mod as much anymore. Probably gonna take a tour soon anyhow. Cheers!

856 Replies 2,038,142 Views

[quote who="Heavenfall" reply="60" id="3221771"]My point is, if you are modding the game and you do decide to speak about an issue, you SHOULD be honest about modding. "Don't tell the devs we are playing mods" is straight up counterproductive.[/quote] I was being fesecious. It was a joke about how we are supposed to be beta testing, but instead are playing mods.

856 Replies 2,038,142 Views

I solved my slow downs late game by adding lots of monsters early game. Then the speed is equal as monsters are replaced by armies. [e digicons]:)[/e]

22 Replies 78,159 Views

New version up: 1.952.010 Information: This one add the above changes. There are several things that have been balanced as well, don't remember exactly what is new and what is old. The next mod will add spell towers to conclaves and Towns will get more growth. Then I will implement the Staves Mod. Then I plan to do a full balance of all monsters. Then I will do the Path balancing and content additions. Then I will look at spell balance and add in some major

856 Replies 2,038,142 Views

Maybe my new update will convince you to find them alternate housing? [e digicons]8O[/e] Not everything is the same as I originally thought, but it never is. Changes: Level 1: 1 frontline weakling unit. Level 2: 3 weak frontlines and an archer Conclave: Acolyte Tower [Provides Mage Defenders] Town: All Buildings that give Food to the whole empire, now also give Hp to defending units. Fortress:<br

856 Replies 2,038,142 Views