parrottmath

parrottmath

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

Is there anyway of setting the terrain or look of the terrain near the Garrote goodiehuts to appear artic and with the removal of the goodie hut the removal of the artic terrain to what it was supposed to be originally? Similar to other particular goodie huts of certain types. The swamp ones spawn a swamp terrain around them, fire elemental goodie huts spawn burned tile lands. I know this may be much to ask, but it might produce a more enriched experience.

0 Replies 5,124 Views

I've noticed other things... to do the fix appropriately one needs to adjust all the race types to change the traderunittype from tradertest to caravan as well. otherwise it is a simple switch in the ability to say tradertest instead of caravan.

11 Replies 8,061 Views

This can be all changed, in fact, I believe one may be able to create a seperate line of upgrades for the capital city as well, and in fact can set it to be unique to the race type. This can be done with the current system of things in the background.

14 Replies 19,755 Views

Reading their story is that they turned to this reptilian race because of the magic fires that burned them... but then again I could be imaging things.

4 Replies 13,534 Views

So... what is this Race_Type_Dragon, above you have a different racetype specified. Not thinking that is the problem, but I haven't a clue otherwise.

18 Replies 14,724 Views

I believe there is a rule that you can demolish until after 5 turns, but I tend not to demolish cities so I never check this feature.

3 Replies 8,405 Views

[quote who="ElanaAhova" reply="2" id="3348209"] Yes, does help. So when it says food +20 -> +20 (yellow or green) it means this improvement won't add 20 food?[/quote] Yes, it is showing where the bonus is currently, and where it will move to. Thus, in this case no improvement.

8 Replies 6,829 Views

[quote who="sweatyboatman" reply="63" id="3348191"] Way to go, Stardock! If I didn't know any better, I'd think they were reading the forums and listening to our ideas.[/quote] I like to think that everybody at stardock are in an intellectual void of great decisions and they have decided to implement the game in the best way possible, if that just so happens to coincide with the forum ideas, well then that's just a great coincidence.

212 Replies 637,023 Views

[quote who="thadianaphena" reply="13" id="3348062"]Stormworld[/quote] For compatibility here one must mostly look at the background stats the heavenfall places into all the units. He basically overrides the core files with his own unit files. Thus, for any unit designed by this mod you must add these background stats appropriately. It will cause silent errors within FE (LH), if you have them included. I'll let Heavenfall fill you in on the rest as he does look through thes

18 Replies 14,724 Views

For those that want to have a build race as well as a tech race here is my compromise to the build problem. https://forums.elementalgame.com/443203/page/1/#3346462 Basically, everyone builds a faction building at 90% of the cost of the world wonder. This faction "wonder" gives some bonuses related to the world wonder, but not great. The last 10% of the construction is a world wonder upgrade. Thus, once someo

11 Replies 10,931 Views

Maybe he picked up ancient libraries all around his area? I played a game when I looked at the entire map and next to the AI was 5 of these goodie huts. Sooo.. maybe it happened to all the AI in the game and they traded all the research with each other, while chuckling that they are going to win by research alone... or maybe it is a bug.

16 Replies 6,414 Views

You could also redesign all the tatical battle maps and add in escape tiles...

4 Replies 6,044 Views

[quote who="halmal242" reply="26" id="3347548"] Totally hypothetical tag and you bring up a good point of the no trait Henchmen thereby circumventing this change.[/quote] The only way to do this properly, is to define a new blood trait that is equivalent to altar, but specific to the henchmen and duplicate all ratial abilities with this new bloodline trait. I'm just being lazy at the moment and as Heavenfall said I don't want to gimp the AI too much.

30 Replies 102,414 Views

[quote who="halmal242" reply="23" id="3347523"]You can actually circumvent this by making a set of trained abilities that only work with the henchmen model you made before, but then you have to restrict the rest of the trained unit abilities to non henchmen, which is of course a lot of work for a solution to whether someone dies permanently instead of just having a 1 function. If its a 0 they retreat if its a 1 they die if they fall in combat.[/quote] And if someone designs a henchmen

30 Replies 102,414 Views

given the fact that there are graphics associated that needs to be seen, I would suggest in the mods directory. The quests directory will work for the base quest, but you need to put the graphics somewhere and I'm not sure if the game will see these graphics from that directory. You would have to put the tiles in the tiles place and the shadows in the shadow place (also the rest of the picture there too, so the game will find the graphics, if you don't want to run mods).

17 Replies 30,510 Views

[quote who="halmal242" reply="21" id="3347449"]So wait a second, if you just make it that all Henchmen automatically have a trait that has the PermanentDeath game modifier they won't be able to resurrect at the city in that if you just made it a base trait that all Henchmen get.[/quote] Yes, but trained units can only have 4 traits. I didn't feel like giving an alternate bloodline to do this...

30 Replies 102,414 Views

[quote who="abob101" reply="19" id="3347405"]Yeah I thought about doing that. Probably a few ways to go about it but you could probably just duplicate the henchmen units, add a 1 tag and reverse your BG_IsChampion and BG_IsNonChampion tags. Would need to stop the AI from training the non-AI henchmen though... somehow. Will sleep on that one [/quote] Precisely... the rest I'll reveal later :)

30 Replies 102,414 Views

[quote who="abob101" reply="17" id="3347295"] Quoting OliverFA_306, reply 12Would the AI be smart enough to say "this unit is worthless so I'd better disband it"? Now this is an excellent question. I have no idea what the answer is but i'm curious if anyone else knows this. In fact i'm wondering if the AI *ever* disbands units? I'm guessing probably not.[/quote] I honestly don't know the answer to this question. Only Frogboy

30 Replies 102,414 Views

Ever hear of the spell steal spirit. ;) it kills a champion on the battlefield. Something similar can be done here. The idea is that once the permanentdeath attribute is applied, then the champion can be killed within that turn by other means. I just don't have the time at present to create that senario. To make things easier on the AI, I could in all fairness remove that injury from the AI player. I could leave the AI using henchmen like they were and you the player using the hen

30 Replies 102,414 Views

[quote who="Heavenfall" reply="8" id="3347214"] Looks compatible with SW to me, are you having any issues? Seems like a weird solution though, the AI autoresolves all its battles. The AI will stack up on wounded Henchmen that will die as soon as they are confronted by the player, severely gimping their armies in relevant battles. What you could do is make a strategic spell that kills the user, that the AI will cast when it has X injury.[/quote] There are a few tags I

30 Replies 102,414 Views

Although I agree that the AI has some short comings, just remember if the AI plays too good the game might be less fun. The goal of the AI is to play well, but make some mistakes. So, the one that should get fixed is this mistake the AI makes...its too egregious... -never seen AI stop attacking a unit made immune to its damage type for a period of turns (e.g. diamond skin).

6 Replies 9,417 Views