parrottmath

parrottmath

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

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.

5 Replies 6,519 Views

[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

19 Replies 29,881 Views

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

16 Replies 8,694 Views

[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

23 Replies 16,695 Views

[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...

28 Replies 91,155 Views

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

5 Replies 2,260 Views

Yes... -cheat they don't want to make it grammatically correct, then that wouldn't be cheating.

9 Replies 7,465 Views

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

9 Replies 7,465 Views

[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).

7 Replies 5,513 Views

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.

21 Replies 93,472 Views

[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.

7 Replies 9,965 Views

[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

7 Replies 9,965 Views

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.

7 Replies 13,776 Views

[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

20 Replies 73,931 Views

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

7 Replies 9,965 Views

[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.

139 Replies 443,467 Views