parrottmath

parrottmath

Joined Member # 3119455
208 Posts 3,333 Replies 25,812 Reputation

[quote who="Naidrev" reply="72" id="3370244"] Could someone post a picture of the tent mod in action?[/quote] This is a built out city with the tent mod. The big rock thing is the tower of dominion. What I've not converted to tents (yet) are the world wonders, and the final towers. But I think I may do similar rock formations as the tower of dominion

191 Replies 533,496 Views

One option is to leave the costs the same, but instead, change the attack values of the magical weapons. Make the magical weapons attack total equal that to their warfare counterpart. The advantage then would be that the magical weapon has some magical damage which is ignored by armor in general, but countered by resistances. Of course the better way would be to raise the attack values of the standard weapons in the weapon tree, to match the total attack of the magical counterpart.

32 Replies 31,938 Views

Didn't account for that... I suppose I'll have to contemplate a solution to this particular problem. Recommended not to rebuild the wonder base as it is not worth the effort twice ;) So, the only solution I can think of to solve this would make it so that the loss of the world wonder, would result in your faction never being able to build it again. Not sure if that would be better than the ability to build the world wonder and the base again. I'm thinking that I&#3

191 Replies 533,496 Views

Use -cheat in the launch properties of the game and press ctrl + p when highlighting your champion. Unsure about the weapon question. I recommend you try it out and see. ctrl + I will give you all weapons.

844 Replies 1,926,327 Views

I'm not sure if it can be done. The ??? I do not know of a tag that would do what you suggest. There is a BattleAutoCastSpell You also have UnlockSpell But I'm unsure whether a weapon can have these game modifiers. So, why not just give that particular bow the game modifier of +3 hit points and +3 spell resistance instead. The only thing that this wo

3 Replies 5,156 Views

[quote who="jmccrea" reply="67" id="3370122"] Ok thanks Parrott, was just curious if it was even possible! [/quote] yeah the questing system is rather powerful tool when it comes to creating these items. If you would like to take that on, you'd need to make a list of crafting materials and then create a series of workshop quests, where choice unlocks would occur with the items in your inventory. The result would be a finished product. It can be a perpetual quest and voila cr

191 Replies 533,496 Views

[quote who="pomalley" reply="2" id="3370048"] Quoting Lexchess, reply 1 They improved upon this since Beta, but I like your suggestion. There must be some instance where this is a problem that they aren't telling us about. I'm not sure what you mean by "they improved upon it". In WoM you wouldn't move after winning a battle, in FE you wouldn't either, and you still won't in LH. I must agree that there is some undisclosed problem with it because it se

38 Replies 49,049 Views

[quote who="BlackRainZ" reply="84" id="3370108"] You are using what with what[/quote] It with it, obviously. Have you tried the editor in game. It shouldn't be that difficult to grab the graphics they have add your and delete the other as a base. I've got my own art projects to do otherwise I would, but if you really want the new graphics.

168 Replies 404,382 Views

I should clarify, you can have the tile look like a lumber camp and have separate upgrades, it will just also have the outpost upgrades as well. I would have liked the ability to turn that off, but right now you cannot.

19 Replies 247,976 Views

[quote who="halmal242" reply="14" id="3370101"] Then how about a distant lumber mill improvement that does not have to be connected to a city but is limited to a single improvement per city? This would still remove the need to stretch a city, sometimes a long ways, to get to a forest for a lumber mill.[/quote] Given the current game dynamics this is not possible. You would need to create a special forest resource, and then you could build a lumbermill improvement on this r

19 Replies 247,976 Views

[quote who="halmal242" reply="11" id="3370095"] I have been thinking about single tile cities for a while generally the only reason people wanted to be able to manually place improvements was to expand/close off borders or reach resources. I think this could be simplified if lumber mills could be built as an improvements distant from cities then they would be generally be built by water sources which is more realistic.[/quote] No... I wanted a sim city in my 4x game. Don&#

19 Replies 247,976 Views

Never played MoM so have no idea about the items and artifact making. But yes I could create something of a crafting system to the game, but it would be more effective in a scenario situation, since I wouldn't be able to get the AI to use it... ever. Make spells up on the fly... well... I... um... No. It can be done in a haphazard way, but that would require a LOT of work... I suppose it can be done after further thought, but the AI would not be able to use it. It would have to be

191 Replies 533,496 Views

[quote who="pomalley" reply="10" id="3370082"]Maybe have the defender fortify the tiles, instead of the units?[/quote] One issue to be aware, is that the enemy could potentially kill a unit then move to this newly defended spot from your units if you turtle didn't move yet. That would be a problem. [quote who="pomalley" reply="10" id="3370082"]archers (not sure what those are in the animal analogy)[/quote] I would say porcupine (they shoot quills) [quote wh

17 Replies 22,562 Views

[quote who="Heavenfall" reply="9" id="3370079"] Great... now the game has cities 1500 miles wide! I guess the "one-square city" argument has a lot behind it after all.[/quote] Hehehe, you win... I suppose that if you set the tile size small then you have really slow moving troops on the map. 1 season to travel 91 miles, that would equate to travelling roughly 1 mile a day. The problem is the abstraction of time and distance do not equate well with this system, for i

19 Replies 247,976 Views

[quote who="zakath71" reply="6" id="3370062"] I googled how far a medieval army could march in a day. This was the result: This might be a little complicated but here goes. I am talking about long term marching - a couple of weeks or months in a row. There are lots of cases when an army sprinted to be a specific point in time. They are famous - just not typical. On a good (probably Roman) road, an army would be able to travel ab

19 Replies 247,976 Views

I would call this an opportunistic type ability. If the characters get to move, then they should remove their defense, kind of hard to guard someone when they keep moving. I wouldn't say the skill is useless either. If you model your play style around turtle, where you build a large group of high defense characters, then this guard ability will not be wasted in that group. But a turtle cannot protect a rabbit type character. The strategy for this ability is different than what people woul

17 Replies 22,562 Views

[quote who="Fallenchar" reply="4" id="3370032"] A small group of people can travel 20 mph, but most medieval armies could not. So it also depends on how you see your units: as armies or as a small band of warriors. A second dilemma are the roads: they provide 4x travel speed. You could argue that it's more accurate to calculate distances using the travel speed on roads. This would also downsize Parrotmath's humongous tile sizes somewhat Parrotmath, we all

19 Replies 247,976 Views

I don't like to keep fame as a commodity and I'm stretching my imagination when it comes to spending it on Henchmen. I attribute that you're fame is lessened by the advent of a new upcoming hero. I look at fame as a good indicator of RPG score (similar to XP, but that is an individual's RPG score really). The higher your fame the higher your RPG score and to maximize your RPG score is another gameplay aspect that I rather enjoy. In the quest editor, I would like it if pe

30 Replies 21,305 Views

The immersion mod was limited in the beginning. There can only be 4 seasons (period). Thus, the reason he went to weeks in the immersion mod (4 weeks in a month). But then the world size abstraction changes for the immersion mod completely. Mind you based on my calculations of travel of roughly 20 miles in a day, the tiles equate to roughly 500 - 1000 miles. That is assuming that there are 7 days in a week, and 13 weeks in a season. Take these same calculations for the immersion mod, 7

19 Replies 247,976 Views

I don't know if it were actually calculated, but given the size of the maps and the movement done in seasons, I would suggest that these squares are roughly 500 to 1000 miles (250000 - 1000000 sq miles), as this is a reasonable amount of terrain that on could walk within a season (by foot). So, every season you could travel roughly 1000 to 2000 miles. Tactical battle wise the tile size is considerably smaller scale, and maybe something along the 10 yards (100 sq yards).<

19 Replies 247,976 Views

Yes... and no... You can set up the henchman class for everyone, but the problem lies with the fact the henchmen are using generic_other tag for their custom creation. This means that people like Gilden with the Golems would be unable to design either the henchmen (from scratch) or the Golems (from scratch). They would only be able to edit these henchmen instead. I'm not sure about the motivation of giving henchmen to everyone, but that is the skinny. Similar to my henchma

191 Replies 533,496 Views

[quote who="bluegreen0" reply="61" id="3369951"]I'm currently making a load of tiles and it takes a while but it might be Im going in to a lot of detail.[/quote] No, it does take awhile. I made those with FE and it took me roughly 2 weeks. I might have saved time on things because I was just focused on making all the buildings into tents and had a good concept of what I wanted to create with the tiles. The more tedious part of the project is to do the code for each of the tents. W

191 Replies 533,496 Views

[quote who="Lexchess" reply="5" id="3369802"] Parrot, do you have a "Donate Paypal" account or something? I swear you fix more errors than Stardock and I have always donated to modders once I settle into a game anyway.[/quote] I do not have a "Donate Paypal" account. Maybe I'll start one at some point. But to be fair to Stardock, they have fixed a lot of errors and they fix more "important" errors (like crashes).

8 Replies 6,872 Views