Oh, I see what you want to do. That doesn't make a whole hell of a lot of sense. You want the damage of the weapon to be equal to the percentage of the enemy's health. I misunderstood. Basically that is a terrible way to balance things and it's impossible. It would conversely be a great way to imbalance things though, if that is what you are going for. The problem is that defense is an equation based on the idea that attack values are using the same modality
seanw3
I have been retooling as of late, but I'll get my DL's set up on Nexus soon. Very happy to see my mod in the same company as such genius modders as the ones from Fallout:NV. Warzone is essentially what inspired my mod for FE. [e digicons];)[/e]
Really the AI needs to behave like that of the Settler's of Cataan AI. It should always always always harsh on the leader to prevent them from winning. Scooping up little guys can work early on, but late in the game it just won't pay off as much as it would to attack the leader.
Okay, I have been using OS's long enough to be an expert. Unfortunately, the company I know and at some point I swear I trusted them, took all the stuff I knew and threw it out of windows. So, basically all that useless information I was learning while other kids were going outside and playing with each other is slightly more useless than before I got Windows 8. Now, I am trying to give the new OS and change in general a fair shot, but gosh darn if they di
90% of the longer turn times is because I turned the AI all the way on. You can decrease the time it takes for the AI to take its turn in the xml, but then you are playing be vanilla AI standards. In other words the AI will not check its surroundings each turn. It will just set an army to move and as long as it made since on that turn, no second look is given for a number of turns. To me, that is an unplayable game. To each their own. The Governor path is not really finished by any me
It's a trade off. The more people you add to a project, the more cooks in the kitchen. I prefer to just work separate and take what we like from each other. It creates a maximum number of mods for people to choose from. As long as we all do that, it's essentially the same thing.
Good to know. I still want to have an MA for weak computers, but since I add hundreds of monsters to the game, it's really not going to happen I guess. I will make sure this is MA compatible. Might just need to make it a standard feature to avoid bugs. If that's okay.
The thing with these knives is that there is a fix we need so that each unit in the attack gets one throw. There was some hope of a fix after release, but maybe we need to popularize the issue. It is needed for a dozen other things too.
I am making a Robust Redux of Master's Affliction. It will have a totally redesigned tile system. If this mod works out for the best, it would be nice to incorporate my massive scale cities with these awesome troop sizes.
" I hate these filthy Neutrals, Kif. With enemies you know where they stand but with Neutrals, who knows? It sickens me."
Can you give us an idea of the system requirements of your mod? I don't see us getting away with anything less than an i7 and at least last year's high end GPU.
I am a firm believer that Sov history traits should only affect the Sov, giving he or she a unique feel in the game world. I hate any and all traits that are mere additional faction traits for the whole empire. It's a real missed opportunity to add some real loreful flavor to the game. Good thing we can mod things we don't like. [e digicons]:thumbsup:[/e]
"What makes a good man go neutral? Lust for gold? Power? Or were you just born with a heart full of neutrality?" You make me sick. [e digicons]:annoyed:[/e]
CurrHealth tag with a tag should work fine Black.
Love the changes. Guess I'll have to update my mod for all this.
Eyes of the Eagle is a diplomat's best friend. It can be cast from any hero now.
http://www.mediafire.com/?icapjiwcn35o9ao
Putting the logistics techs earlier in the tree creates the same problem though. It will just not take as long to do the chore of researching larger units. I want the choice to be weapons or unit size. With that in mind, I can think of a few ways to curtail AI research. The reason they are outdoing you on research is partially due to constant tech trading. The other thing though is that any economic boost I give them also gives the same portion of research, prestige and probably a few other t
You should give it a go on my custom map with normal settings. The Hp ratios you are dealing with seem to hamper the game. I am outright deleting all Hp bonuses from the damn game. They are screwing up all my painstaking balance and pacing.
One thing I plan to change is Town Hp bonus. I want to move it from a +X Hp when defending to +X Hp recovery. That way Towns become an important logistics concern for warfare. Towns already produce a ton of gildar, give you influence, and prestige. They grow 4 times faster than a normal city and 8 times faster when idle. They are supposed to be something that reaches its full potential fast. But once it does that, it has few other uses. That is the trade off compared to a Fortress or Conclave
All unit designs us traits that are unique to the mod.
[quote who="Lord Xia" reply="25" id="3276958"] Years of bitching and it's fixed![/quote] [Insert wife joke here]
Catapults are not perfect. I will balance them a little better. Wardens and Nightwatches are not guarantees. They simply reduce the chance for a monster to choose to attack.
The palace bug is annoying. I will get it fixed. I took a look at your economy. You have taxes set at low. The intention is for you to start raising taxes. At normal tax rates you have more than enough money. Once you have all your slave buildings up, you can increase taxes to High for only a slight research penalty and no harm to production. That is how the empire plays the midgame. They get less research, but tons of gildar. You can start using it along with Black Mar
The save doesn't have any city defenders when I load it. So I can't reproduce it. But in my experience that Quendar unit is going to trounce New Hallas anyways. Problem solved. I am not sure why, but I have seen some similar cases as you describe during the beta. Have you tried to fix it by changing the situation? Demolish some city defender improvements. Use the exit button on a unit to get out of the city. Leave the units at 9 in the city and let the newly trained units star