[quote who="mqpiffle" reply="111" id="3353365"] Quoting OliverFA_306, reply 109There is an important factor which is being fun. And having a bunch of OP heroes running around with no concern for trained troops would be fun? I personally think not. We have been through all of this in the FE beta. There are really good reasons these things are the way they are. If you don't want to accept it that's fine (it is your opinion after all) b
OliverFA_306
Wasn't the AI supposed to follow the same rules as the player? [e digicons]:\[/e]
[quote who="mqpiffle" reply="106" id="3353336"] I feel like many of you are frustrated because you don't want to believe that this is a strategy game at its core, which requires making tough decisions based on the circumstances you're dealt at the beginning of the match and as the game progresses, and therefore you're not willing to play the game as its meant to be played. That's fine, but I'm afraid you're going to have to either make mods or wait until som
There is a difference between comments and critics. Also, if I complain about the high temperature and my host turns on conditioned air at the highest setting effectively freezing me, am I forbidden from complaining just because I already complained once?
Provided that you have found a way to count the number of active summons a wizard has, what about using this knowledge to raise upkeep costs? Let's say that each summon costs 1 mana no matter it's power, if you make each upkeep 50% more expensive, it would be like: 1 active summon 1 mana 2 active summons 1+1.5 mana 3 active summons 1+1.5+2 mana and so on You would have to fund the sweet spot, which could be 50%, 10% or 200%. Also,
I am not an expert in modding this game, but I have spent a decent amount of time modding it and, if my opinion is worth something, I would not call it "easily modable". Yes, it's not impossible to mod, but not easy either. Now that I am used I can do many things pretty easily, but I remember how difficult it was to understand some concepts, like resources being distributed in three different files. Also, there are many things that just can't be modded no matter how hard
Yes. Looks like horses have gone frtoo having too many to having too few
Thanks for your answers Derek. I really appreciate the effort of taking a few minutes to write them :-)
Thanks for sharing your thoughts with us Derek. It's nice to see that despite everybody has their opinion as you say, at least there are motivations and reasonings behind design decisions. :) However, there is something I am curious about. My personal perception is that the game is becoming more basic and losing some elements. Perhaps that's not the same perception from the developers' point of view. Why do I say that I feel the game is becoming more simple? Because with e
[quote who="Azunai_" reply="4" id="3351938"] ok you don't like that mechanic. the alternative would be to have an uber stack of champions that level up quickly and make the whole empire building aspect of the game moot. honestly, in my opinion that's far worse. ever thought of that aspect?[/quote] Not exactly. The number of units in the trained groups could raise so armies are bigger. Instead of weakening heroes, strengthening trained troops by raising their numbers, whi
[quote quoting="post"] I know this rule was instituted when it was discovered that champions were so powerful that you could beat the game with them without ever building units. This strategy offended those in power long ago, and since then champions were neutered with exp split, general exp decline, and spiced up with that just three to six crummy levels til I get the cool ability feeling. At the same time, units got an extreme buff, and now you can beat the game easily without ever usi
Exactly. Editing the paths is possible, but removing the existing ones or restrict them, I have nit managed to do it.
In the CoreAbilities.XML file search for this line Strength_Level and change it for Strength
In my opinion is better to just replace the core file. At least my experience with trying to use the mod folder was a painful one. [e digicons]XO[/e] PS: You probably know alredy, but just in case a friendly reminder to backup the original files before changing them ;)
Interesting. I thougt that bonus would be multiplicativa and not additive [e digicons]:omg:[/e]
I was about to answer and Heavenfall beat me! You are the Master ;)
I thougt the AI knew what it was taught (aka programmed). Despite I am no expert in AI programming I don't see why the could not be told how to proper use to refit technique. Specially because other 4x games from long ago already make use of the upgrade feature, which is a refit itself.
[quote who="ElanaAhova" reply="2" id="3351188"] yes. i agree. What I'm also interested is in the 'refitted' unit retaining some, if not all its battle earned experience.[/quote] That makes a lot of sense. I simply forgot about keeping the XP. I think the most fair would be: Refitted Unit XP = Old Unit XP * (Old Unit Production Cost / Refitted Unit Production Cost) Capped at 1, of course, just in case some strange refit has lower cost
A refit option would be very nice. Instead of building a unit from zero, destroy the existing unit and discount 80% of its production value towards de new unit. In fact that's how IMHO Upgrades should work, no more insta-upgrade for a few Gildar. I mean... instantly change weapons it's ok, but instantly upgrade the number of troops isn't
I am asking that because I am curious about how this cost is calculated. I see that the abilities that can be used to design units have the xxx tag, so this is definitely a factor, but I wonder if there are other factors that add to the cost.
It's beyond my understanding why you can bring extra members to the unit without having to provide them with the crystal/horses/metal they require. In my opinion it even does not need explanation about why it shoudn't be the way it is now.
[quote quoting="post"] Betrayers; Does anyone else find it odd that a "Spell" uses 1000 Gildar to execute, and not Mana? [/quote] I suppose it's intended to simulate a bribe. However, I think that it also should use Fame. Nobody is going to side with you if you are not famous enough.
Thanks for your comments Elana. Unfortunatelly I don't know a way to assign a unit to a city, not even to the city that created the unit. However, I have made big progresses in implementing the food upkeep thing. It is supposed to be working and now I am playtesting it and enjoying the proces (but of course that's something I did to make the game more similar to what I like, so it would be weird not to enjoy it ;) ). As you said, that's a "Guns or butter
In the CoreAbilities.xml look for and there replace " Strength_Level" " by " Strength" "
Andby the way, is ONGR supposed to be recruitable?