OliverFA_306

OliverFA_306

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

[quote who="parrottmath" reply="13" id="3347117"] Quoting OliverFA_306, reply 12Alternatively I don't know if the AI is Smart enough to disband a unit that has only 1 HP and is marked as having a very low combat rating. I thought about the 1 hp thing, and didn't actually do that. It's just 1 last hurrah for that champion. In fact, one could implement this system for champions in general. Add it as one of the injuries... if they get it you really want to heal it. [

30 Replies 44,932 Views

[quote who="halmal242" reply="14" id="3347132"] This is actually another way a strategic autocast would be useful.[/quote] +1

30 Replies 44,932 Views

Oh, I see! Instead of having a useless unit have a fully functional unit but that only will be able to fight one last time. Perhaps is an interesting way of addressing things. Alternatively I don't know if the AI is Smart enough to disband a unit that has only 1 HP and is marked as having a very low combat rating.

30 Replies 44,932 Views

I suppose that the problem is that AI vs AI uses autoresolve and then IA henchmen don't die. :( What about unlocking an strategic spell called "Kill Henchman" or something like that and encourage the AI to cast it? Would it work?

30 Replies 102,212 Views

You did it again Parrottmath [e digicons]:D[/e] Perhaps if you make the injury give a negative value to combat value autoresolve will always kill the henchman so the result will be the same ;)

30 Replies 102,212 Views

I know the solution!!!!!!!!! [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e] Make the injury autocast a battle spell, and give the permadeath through that spell. That way if the unit dares to go to another battle, it will be the last [e digicons]}:)[/e]

30 Replies 44,932 Views

Another idea. What you want is to make the unit able to cast spells. Perhaps you can equip the unit with an item that unlocks the spell. Like the "BottledFire" item. Unit UseSpell BottledFire Remove the cork to do 16 fi

30 Replies 44,932 Views

That's one of the things that I dislike most about modding this game. Elements (commands, tags, keywords) don't behave the same everywhere. Makes modding a lot more difficult :(

30 Replies 44,932 Views

[quote who="Wizard1200" reply="29" id="3346793"] Quoting OliverFA_306, reply 28but the other change that I dislike is reducing maximum trained troops from 7 to 6. It reduces the epic feeling. I know that Elemental/FE/LH are not games about huge numbers of troops, and I like that, but reducir the maximum soldiers per unit from 7 to 6 is maybe too much. I would even increase it to 8 or 9. That would make balancing the heroes and troops even more difficult, because a group with

40 Replies 57,904 Views

I suppose those experiences form part of the modding difficulties that previous modders complained about and that I did not fully understood until now :( It feels very frustrating to have elements (tags, commands, or wathever you want to call them) that behave differently depending on the place they are used. Is like Production Requirement being scaled by the number of soldiers in the unit but ProduceResource not being scaled [e digicons]8(|[/e]

8 Replies 7,535 Views

I know I am not Alstein, ;) but the other change that I dislike is reducing maximum trained troops from 7 to 6. It reduces the epic feeling. I know that Elemental/FE/LH are not games about huge numbers of troops, and I like that, but reducir the maximum soldiers per unit from 7 to 6 is maybe too much. I would even increase it to 8 or 9.

40 Replies 57,904 Views

[quote who="sxyz123" reply="9" id="3346589"] Not sure I see the problem with its removal. As I understood it, basically encumbrance was just cut off points for effecting initiative. Items that raised encumbrance, were effectively just "plus" initiative items . Now each armor piece directly effects initiative. Items that would have let you carry more, now raise initiative (and the few that got "broke" like strength/muscle I assume wi

40 Replies 57,904 Views

I have not playtested it in the official build, but I modified the game to give this skill to several starting champions and the result is that I only got a flat 10% unrest reduction no matter how many champions with that skill I have. How did I think about doing that? I was trying to get an effect that scales per unit for my population mod and thougt about copying the Administrator 3 effect. Then I realized that it was not working.

8 Replies 7,535 Views