OliverFA_306

OliverFA_306

Joined Member # 3163627
21 Posts 411 Replies 10,060 Reputation

Yes, but the important thing about the lending house in this case is that it provides a one time lasting effect. I was just using it as an example of this behaviour. With that code I believe that the unique building will substract one unit of the unique resorce, and this substraction won't be "fixed" after demolishing the building / losing the city. I have not tested it because I am not at home but I am fully convinced it works.

14 Replies 6,667 Views

I think the key is to remove your unique resource as a building effect, not as a CostResourceEffect, because when you demolish a building you get back the resources marked as construction costs. The CoreImprovements.xml has the GuildLendingHouse improvement, that gives 2000 gold just once. Perhaps looking at it could help you. Use that code and replace Gold by your resource and 2000 by -1 [code="xml"] Resource</ModT

14 Replies 6,667 Views

[quote who="abob101" reply="11" id="3339923"] You can add battleautocastspells to items, but they get cast twice for some reason Oh geez, I though it was just me. I have an item that does this and spent hours trying to figure out what i'd done wrong that was making it autocast twice. Oh well, there it is... it just does! [/quote] And what about Pariden's Noble Legacy auto cast spell? Does it

15 Replies 8,789 Views

[quote who="Schweiz" reply="2" id="3338072"] Well I would prefer if roads built 1 tile per turn (or 2 per turn depending on how it works) from cities. Two cities both build the roads towards each other on a per turn basis until the roads meet and the road is complete. With outposts, however, it would only build roads from the connected city or closest outpost/road . Meaning it would technically take twice as long to complete the road to an outpost than a city.[/quote] [quote who="GFir

39 Replies 125,764 Views

[quote who="Stupidity10" reply="11" id="3339294"] Please No! Any random research, traits or skills a player receives should only be quest rewards! Random trait choices aren't really giving you things, they are taking them away for no reason. At least from a quest it makes sense, not like your fire mage is now able to learn water spells while unable to learn some fire spells because the winds of #$%^ing magic are whimsical today. Realistically, I really doubt we will

17 Replies 88,538 Views

I agree that XP traits are far from being pointless. The fact that some people like them and some people dislike them is great, because it fits different play styles and show those traits are not a no-brainer choice, but something more dependent on personal style. I know I am getting a little repetitive with this, but limiting the choices at each level up while keeping the tree is the option that I thing is the best one. Say that there are 8 available traits, but only 4 at rando

17 Replies 88,538 Views

[quote who="j_wl_b" reply="31" id="3338929"] Quoting OliverFA_306, reply 15 IMHO the solution to this problem is introducing the storage concept, meaning that you need some place to store all those horses/wargs/crystals wathever. If you have storage for 100 horses you only can store 100 horses, not 4,000. Let's say that each building in addition to produce resources each turn also has some storage space for those resources. One the storage space is full

57 Replies 52,724 Views

[quote who="GFireflyE" reply="3" id="3338690"] Remember....cutscenes....those things bring a WORLD of difference between numbers in a game being generated and a story unfolding before your eyes![/quote] Yes! Yes! Yes! cutscenes are the way to go. Great list of events. They certainly could be adapted or at least used as inspiration.

13 Replies 126,153 Views

[quote who="StevenAus" reply="5" id="3339140"] Adding extra figures should cost the same amount as getting that number of figure's worth of equipment, mounts etc. Currently, if you want to, if you are short on crystal, metal or mounts you can train a 3-figure unit and add however many figures you want (up to 6 figures if you have them unlocked) for only 30 gold per figure. You should have to pay the resources for each extra figure, PLUS a gold cost for getting the extra

7 Replies 16,886 Views

[quote who="parrottmath" reply="15" id="3339122"] I would have to suggest that we not use fame as a resource. I cannot spend fame and get less fame. It sounds as if people want to do anti-propoganda to themselves. To satisfy some needs, maybe there should be a third option of not choosing a hero, the ability to decline both of the heroes. Shopping for heroes seems rather gamey to me.[/quote] I also think that a full shop seems gamey. But a HoMM-like tavern where you c

39 Replies 135,804 Views

Great idea thadianaphena! [e digicons]k1[/e] I agree that it's better to buy heroes with fame when you are ready rather than being forced to accept them. However I disagree with having more than two options. Despite I agree that too much random is unfun, LH has very few randomness, and we don't need even less randomness. Also very good ideas about using fame for other things. Perhaps there could be some benefits that can be bought with fame, and each benefit you

39 Replies 135,804 Views

[quote who="Sanati" reply="10" id="3338915"] Setting it to 0.1 seems decent, feels like you are actually rewarded for battles, but not too much. Minimum exp of 5 didn't work like I expected (or at all?), troops still get half, had a battle where my sov got 8 exp and my troops 4, I never got a chance to check if that number is split by champions. I over tuned lair density and caused every AI to get wiped out by turn 100 so I didn't get to test long. [/quote] Thanks for sh

14 Replies 66,281 Views

IMHO the solution to this problem is introducing the storage concept, meaning that you need some place to store all those horses/wargs/crystals wathever. If you have storage for 100 horses you only can store 100 horses, not 4,000. Let's say that each building in addition to produce resources each turn also has some storage space for those resources. One the storage space is full no more resource is produced until some resources are used and there is free room again, or until

57 Replies 52,724 Views

[quote who="Sanati" reply="2" id="3336941"] Ya I don't like the upgrade system as a whole at all. I'd rather they get rid of it and just allow is to upgrade to another designed unit on our list. There's no control right now as is, so I just don't bother with it. Disbanding and training new units usually ends up being less of a headache.[/quote] That would be the easier thing to implement and to understand. Just station a unit in a city (or outpost!) then you open

28 Replies 93,495 Views

[quote who="flagyl" reply="31" id="3337788"] Explain how one cheats in a single player game, please.[/quote] One cheats by breaking the rules. Yes, the cheater can say that nobody should care because it's a single player game. And I agree, until the cheater starts saying that he is so good that he needs to play at god level. Coming back to the original subject, preventing bears from razing level 5 cities would save all of us the temptation of cheat

132 Replies 431,672 Views

The idea of monsters not always razing cities is a very good one! My proposal regarding this subject is the following: Monsters reduce city population by a number directly proportional to their power (wether if the ratio is 1:1, 1:2, or something else would be decided through play testing). If the new population is 0, the city is razed. If the new population is above 0, the city survives but there is temporal unrest representing citizens afraid of monsters not being able to fully conc

132 Replies 431,672 Views

[quote who="Lokitako" reply="8" id="3336700"] Quoting AlienFromBeyond, reply 4What I want to know is how you have a city that is a Level 10 Village. It's specific to this map, there is a village in the middle of it that's owned by wildlands creature. You can conquer it, it has great grain/materials/essences (8/6/4 if I recall good), can reach level 10, but it never get past village... meaning you don't get advanced building and the place sucks for gold/resear

23 Replies 74,781 Views

I agree with everybody else. There is something special about this game. FE could be a cult game, but we already have LH coming and it seems to be just the beginning, which is AWESOME. We make a lot of comments and requests, but not because we dislike the game. We made those comments because we love it and would love for it to become even better.

63 Replies 154,755 Views

[quote who="Foxd1e" reply="7" id="3335786"] Actually I like the sound of each building costing pop. With the more extravagent buildings costing lots of pop. I am also partial to the specialist idea myself, loved that in Civ 5 if that's what you were intending, or even the old method some oldschool 4x games used assigning certain citizens to prod., research, and commerce. If anyone makes a full-blown mod containing any of this I would love to try it out[/quote] Thanks for you

29 Replies 73,264 Views

I have modded the game so each building requires some population. When there is not enough population the city gets a penalty for under population. I like the result, but I am partial so probably I can't be trusted to judge this modification ;-)

29 Replies 73,264 Views

[quote who="StarkeRealm" reply="7" id="3335599"] I'm still of the opinion that Swarm should be a trait rather than a blanket rule. As it is, there's a lot of completely insane situations where it applies, and shouldn't really.[/quote] I wouldn't eliminate swarm, but would make basic swarm not so powerful and implement different levels of swarm and counter swarm for heroes an monsters (the support for the XML seems to be already there)

15 Replies 11,843 Views