You can make your own faction and define a new race and prevent that race from having the ability to train pioneer units. Also, if you plan on doing this might I suggest you use my tent mod... every building is made out of tents instead. Fits in with that nomadic theme.
parrottmath
This can currently be done and modded into the game if you so wish it. In fact, all you need to do is add a few lines to the core improvements and utilize different upgrade paths. I've experimented with a few buildings I made and it can be done.
[quote who="ampoliros5" reply="11" id="3344502"]Here's the mod. I spaced around my addition to make it clear (apparently changing font color doesn't work in code blocks):[/quote] The nice thing about spells is that you can copy that entire file into a new .xml file, save that .xml file and put it in your mods directory. Enable mods and it will overwrite the original spell, so all you get is your new spell (ability). Thus, no need to edit core files. It might be nice th
The unreast for 9 - 12 cities (attributed to city unrest penalty) is only 27-36. Easily subverted by having a fortress or two, which yields an overall reduction to unrest throughout the empire. The trait there is to force the player to build a balanced empire (in a sense). If one ignores towns, then food and gold are hard to come by. If one ignores conclaves research and mana will be hard to come by... if one ignores fortresses, then unrest and decent troops will be hard to come by. Eac
[quote]Real growth is actually an exponential function dependent on current population. [/quote] False... it is slightly more complicated than this... it is usually modeled by an exponential function because that is the easiest to demonstrate and for most situations without limiting factors it will resemble something close to this function. The actual function looks more like an inverse tangent function shifted (a Z shape), where the top of this Z is your cap to the population. Stardo
Out of curiousity, for all the wildlands you are using the stamp rule 1, which means place on any terrain. Why are you not using rule 32769, which means "place on any terrain and stamp replaces terrain." (I only recently discoved a little about these rules.)
[quote who="thadianaphena" reply="18" id="3345829"]No "final boss" quest enemy should have VulnerableToAnything[/quote] If that were the case the entire Zelda franchise would sink...
I've never had that happen, but I do know that if I double click on a city it will add something to the que then... never what you described.
Alright, so I played with the stamps a little bit, and the biggest problem is that the rivers are too close to the edge of the stamp... you can see this with the curgens tomb as well. The problem with the imperium stamp is that the submerged tile gets overwritten with land and you have a waterfall tile not on a cliff. I have mostly alleviated the problem with the Northern_Wastes. I don't see it lose it's river. Changes: Second round: Added Tile (26,1) to be Cli
Yes... -cheat they don't want to make it grammatically correct, then that wouldn't be cheating.
You need to go to the launch properties and put in -cheat Also, ctrl + r finish all research ctrl + t teleport selected object to cursor location ctrl + b build all building in que. ctrl + p level selected character ctrl + c clone unit ctrl + x remove hud
[quote who="Tattyhat" reply="3" id="3345813"] The offer is there you just have to mess about a bit to find it. First time I tried I kept getting the full price, can't remember now how I got to the offer. They don't make it easy.[/quote] You go to the store page and then click on Legendary heroes (there's red text that links you to a cheaper price, if you are logged in).
It's not necessarily making it AI friendly, as their isn't a good solution to the how to use the boats problem. Loading troops into boats is tedious, and having the units magically turn into boats seems funny. The boats with the AI is not really the problem, it's more on how to implement the passage with boats, and so far the devs don't like the options that are currently available.
One way to do this is to define a new terraintype that is not of a category of land or sub-category of land.
[quote who="WaitingOnTheGame" reply="4" id="3345727"]and doesn't a single stronger attack go through defenses better than several weaker ones? Not sure about this.[/quote] There is talk about nerfing some of the weapons... also instead of making higher and higher bonuses... trade them out for other things. Also, if I'm (possibly) writing a senario and it so happens to have heroes fighting mutliple stacks of 7 or more, this would be a nice feature.
[quote who="Wizard1200" reply="1" id="3345549"]nstead of increasing the number of attacks it would be in my opinion better to: - give decimate as a passive ability to commanders, defenders and warriors to make the paths stronger against groups - give executioner bonus damage against heroes and single monsters to make the path stronger against single targets - give high level monsters a high initiative to increase the number of attacks - give high level monsters area attack
To which resources do you refer?
Not sure if much of this can be modded at the moment. I haven't looked into modding the Diplomacy since it is AI heavy, I suspect a lot of this area is hardcoded. I just don't know the variables that can be manipulated. Maybe if frogboy can enlighten us on some of these diplomatic treaties we can introduce. Currently I do not see a section for just plain resource trading.
[quote who="Heavenfall" reply="11" id="3345597"] Lots of reading the current XML and lots of trial and error.[/quote] Don't give them the secret to the manual [e digicons]:-"[/e] .
Trojasmic did you even see your quest?
You also must start a new game... that is a must when modding in FE
[quote who="thadianaphena" reply="8" id="3345538"]there is a secret guide of everything that nobody has.[/quote] That is completely, false... I know for a fact that Heavenfall and I have this secret guide. Most of Stardock also has this guide and they update it constantly. ;) [quote who="thadianaphena" reply="8" id="3345538"]Divine Insight give experience to every unit in the army (while you can give every unit in the army damage or healing). [/quote] Try this spell ou
So playing with heroes, I was wondering the hero and unit balance problem. Units get to become a company of 7 figures each do damage and multiply this by 7, while a hero warrior gets 1 shot (albeit with a lot of bonuses), would it be plausible to give heroes at high enough level say at level 8 or so... a double attack. So a level 8 hero acts more like a party of 2 when attacking normally. Giving heroes a big boost at higher levels. I'm not suggesting this as a trait to choose, whi
So, I had some changes, but the changes weren't effective... Not sure if there is some hard code around the wildland placement when playing with the stamps. But there you go.
[quote who="StevenAus" reply="134" id="3345469"] Yes, I think Medium and Heavy Armor Proficiencies is a good way of doing the armor proficiency thing. It allows a lot more tailoring and customising for balance.[/quote] It would allow modders to not have to change the name of these proficiencies.