OliverFA_306

OliverFA_306

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

[quote who="GFireflyE" reply="3" id="3350064"] How would we be able to build our own champions if we cannot mod existing ones? [/quote] Don't look at me! I don't know the answer [e digicons]:-"[/e]

37 Replies 26,292 Views

I didn't realize about the scroll [e digicons]X|[/e] thanks for pointing it. Where you successful in removing paths? I suppose you weren't. At least I have not managed to do it as I said in the OP. About the traits themselves you make a valid point. Seems like the requisites are OR requisites instead of AND requisites. That's why there are two "Endurance I", one for Path of the Defender and the other fot Path of the Warrior.

37 Replies 26,292 Views

The only reason that unrest limits growth is because it has a second factor wihch depends on the number of cities. This is what I call "Waste" and what GFireflyE calls "Corruption". I am just advocating to make things more clear by stating clearly what is what instead of having two different sources producing the same unrest. Sometimes more is simpler and sometime

13 Replies 10,276 Views

Both parts can be reduced by buildings/champions traits. The difference is their source, as one comes from tax and the other comes from your empire size. - Unrest is a way to focus your economy in producing gold at the cost of research and production. - Waste limits the growth of your empire by forcing you to develop a strong economy that supports that grow.

13 Replies 10,276 Views

First I see them as two parts of the same system, not as two different systems. And each one has different purposes. - The unrest due to tax is a way to balance gold vs research/production. So you can get more gold if your treasury is running low but you will have to sacrifice research and production in exchange for it. That's what it's supposed to be from the begining and also what happens in Civilization and other 4X games. - The waste part is supposed to balance exp

13 Replies 10,276 Views

I was experimenting with modding the "Path of" abilities and unless I missed something or did something wrong, the ability to mod them is limited. I managed to change their effects, but was not able to add or remove paths, neither limit them to specific races / factions. I tried placing requisites for those abilities and they can still be chosen when levelling up. The funny thing is that for the second level up requisites work, so if the champion chooses a path that is forbidden for him he wo

37 Replies 26,292 Views

Ssssshhhh don't complain about unrest or devs will remove it! *encumbrance* ahem... *encumbrance* [e digicons]v_v[/e] Ok, now a bit more serious. Yes, I think that the unrest dynamics would really benefit from some love. The good thing is that this is something that can be modded. For starters, I never understood why there are so few spots in the tax slider, and why the jump in unrest produces by them seems to be so arbitrary. A well thougt overhaul would m

16 Replies 22,363 Views

That's why I proposed the changes I proposed. With my changes the system can be explained as easy as "There are two factors that contribute to waste: Unrest and inefficience, and each of those factors needs to be reduced by its own buildings and/ or abilities". Simple to understand AND to act about it. Isn't it? ;)

13 Replies 10,276 Views

Very elaborate and interesting post. Congratulations on putting all those numbers together and explaining them in a detalied way. The first question that comes to me is what happens to the unrest due per number of cities. I suppose you drop it in favour of corruption. I think that it should stay anyway. The more cities, the more complicated is to administrate the whole nation so it has to be reflected and not be capped to 15% like in your model. Second, that's a matter of

13 Replies 10,276 Views

[quote who="tjashen" reply="50" id="3349939"] To summarize, what I'd like to see is: 1) More calculations made available to modders. Limiting the number of times a calculation is made (once a turn or whatever) should keep CPU overhead within reasonable limits. 2) A 'Bible' explaining how the underlying calculations are done. 3) Access to more of the underlying calculations, so we can adjust these if we so choose for our mods.

51 Replies 124,059 Views

[quote who="parrottmath" reply="25" id="3349891"] An attempt at this spell that Frogboy suggests has lead me to the following conclusion. He must be laughing because I've killed my sovereign I don't know how many times trying to get a semblance of this spell to work. In strategic mode, just in case anyone is curious, seems to work only for certain spells types.[/quote] If that can be achieved, you are one of the very few who can do it. Goo

30 Replies 44,930 Views

Yes, but in order to distribute its XP, you need to modify the "destination" champions' stats. That's what I don't know how to do. The spell is targeted at the sacrified champion, but the receiving champions need to be targeted by the spell (not the player) to distribute the XP among them. Perhaps those XP could be left in some kind of pool and the destination champions would be receiving them via an autocast battle spell, but this would be a very strange mechanic.</

30 Replies 44,930 Views

[quote who="Frogboy" reply="18" id="3349791"] This may sound...you know...horrible but I'd love to see a spell that took a champion's overall level of experience and distributed it equally to all remaining champiosn in exchange for....you know, its permanent death? Sort of a retiring. Is that too ghoulish?[/quote] That's a really cool idea, but... How can you target the remaining champions? To my knowledge, this spell would need to do the following things:</p

30 Replies 44,930 Views

I found a much much easier method to give champions permanent death without having to resort to complicated game mechanics. Just create a spell that adds the Permanent Death tag to the champion, and autocast the spell at the start of every combat. If the Champion survives, nothing happens. If the champion dies, dies forever.

30 Replies 44,930 Views

It would be great to have full acess to all the mechanics either in game via Hiergamenon or in a "traditional style" manual :)

9 Replies 46,960 Views

I also think that colours are OK. The problem is that both air and water should be blue, but it's OK for air to be yellow in order to better diferentiate it from water.

7 Replies 11,938 Views

[quote who="Naidrev" reply="17" id="3349538"] Quoting Lord Reliant, reply 16I could see this encouraging farming of lower level units just to level. While this may be a large change to game play, I don't see anything wrong with doing that. In fact, I think you SHOULD be able to raise low level units faster by having them team up with higher level units. This lowers the skill gap of units faster mid and late game, while still taking time and risking the death of the weaker

26 Replies 83,531 Views

We are not talking about road building, we are talking about a line saying something like 0 or 2 . There is nothing game-breaking about it and would please everybody (except those with a little dictator heart I suppose [e digicons];P[/e] )

43 Replies 105,771 Views

[quote who="insectbrain" reply="38" id="3349455"] As some people like this change and some don't, couldn't we just make this change optional?[/quote] I think you make a lot of sense here. Isn't the game supposed to be modable? Them, why all the changes are being implemented without a way to alter them via the XML files? Specially when we are talking about things already implemented.

43 Replies 105,771 Views