You see... Frogboy programs the AI and now he has programmed us to find mistakes and come up with a series of ideas off of nothing to make the game better... well played Frogboy, well played.
parrottmath
I agree that we should be able to declare war even if the AI is too busy to talk to us about the matter. This is something that people will deem to be silly :)
Could you have it as a separate pacing. I look at it that slow research with fast building puts an emphasis on units in the game. But slow building and slow research puts emphasis on hero's in the game. It would provide the game with many different play options.
For the bandit lord, you could add that he gets +10% gildar for killing monsters. You know because he knows all the extra hiding places that people keep gildar.
Yeah I heard... bummer dude.
Try editing the CoreUnitGroupingTypes.xml edit: It does actually change the troop count. I've checked. The problem is the formation is all messed up, don't know how to fix that. I suspect it has to do with the CoreFormation.xml.
[quote who="mfrast" reply="41" id="3246363"]Is that possible to mod sean?[/quote] I'm not sean, but it is possible to give traits to these units, and it is possible to make spells. Not sure about making the graphics look right, but this is doable at least.
To fix the disappearing trees you need to run the game in admin mode ;) Figured this out with seanw3 when messing around with other files.
[quote] removed the Natural Leader trait [/quote] It's a shame that this couldn't be reworked in giving a 10% unit cost reduction...
[quote]Fixed a String Not Found error on the world setup screen[/quote] we shall see... :)
He is weak, when you keep him from casting that spell :)
It was partially fixed. I also discovered that poison damage is not showing up.
I've seen this happen. The wildland denizens kill normal monsters from time to time.
You talk with them. In the diplomacy screen there is an option to declare war. I think it is under treaties.
Yeah, I see your point for the user side, but I think the tutorial should cover specifically this topic about shards. Placing a death shard next to an outpost that you convert to a life shard... and vice versa.
[quote who="Trojasmic" reply="10" id="3246303"]It sounds like Sean can make a mod for a few people with a new ability/spell called "Blur". Let's leave Blind alone in the real game.[/quote] I don't mind leaving it alone, but my 20 turn battle could have finished a lot sooner if I didn't have to fight blind against a blind man. I'm all for a turn limit on the spell just so I don't have to spend 20 turns to kill something that should easily be killed. I suppose
[quote who="Leo in WI" reply="5" id="3246384"]one of the 5 elemental forces: Earth, Air, Fire, Water, Life, Death. Counting fail! Yeah, I realize there really are only 5 different shards. But a newb may not get that.[/quote] Life and Death are really 2 sides of the same element. Unless I'm completely wrong and so there are actually 6 elements. It should be one of 5 elemental forces: Earth, Air, Fire, Water, Life/Death.
Now, that seems like one of the gods deciding the fate of man on this world of elemental...Even Jason had some divine help when searching for the golden fleece. So, I can't think of a reason why not.
Basically if I understand beguile correctly it gives the clumsy trait to the unit.
[quote who="seanw3" reply="34" id="3246024"]The only thing I needed to do was run in administrator mode. I really blame the OS on this one. [/quote] glad I could help you solve the problem (and mine as well) :). Thank you for this thread. We should point this out to Derek somehow.
I look at the tech requirement as proving to the hero that you are dedicated. You learned somthing that entices that hero to fight for you.
It wouldn't abandon the quest this way. This way it doesn't have the restart dialogue again.
there was a bug that was pointed out by Heavenfall that if you highlight life 2 and look at the upgrade for water 2 then you will see the spell unlockable. But if you just have the water 2 upgrade selected and look at the tool-tip it should be accurate to what spells you can cast.
@seanw3: I found more forest information under /data/english/core tiles/forest/ I think that is where they put the forest tiles together.
I think maybe adding a special skill / spell to the city archer militia to be town volley. Where the town fires a volley of arrows that hits every opposing unit in the stack. Have a cool down of 1 or 2 turns for balance. Also, I don't know if the city bonus to defense is working appropriately right now. I notice if I auto resolve some attacks I have a great chance of winning (or losing troops), but if I tatically fight the battle there is no contest. Something is fishy with the tati