halmal242

halmal242

Joined Member # 3198180
87 Posts 674 Replies 855 Reputation

Is it possible they don't want to actually make a game with but hold on it to see if the increased visibility of the sale will drive the value up so that they can then resell it? And if the visibility does not pan out they can then attempt to make something with it to recoup losses and then sell the IP again?

35 Replies 129,965 Views

Alright I also found another tag that could help, 10 this is applied to the workshop under the AI tag so that it is weighted even higher and you could apply this to increase the priority early on. This is within the coreimprovements file.

23 Replies 16,653 Views

Alright looking at the CoreAIDefs file I can't see why the AI won't build food improvements at level 1 cities as they are weighted pretty heavily once they research them. The only other thing I can think of is that the biggest problem is that they are likely not researching them and working on other techs. The only things that are weighted equally or higher are commandposts and study. This seems very silly in my opinion as the first thing the AI should build within i

23 Replies 16,653 Views

I really hope they don't mess it up, or I hope they mess it up so bad they sell it to Stardock [e digicons]O:)[/e] .

35 Replies 129,965 Views

Good grief that is annoying. Why can't we just link the resource reduction for a unit to a cities food such as the specialist system back in E:WoM. This is one thing I am finding over and over again I would like to see make a come back as it was a direct reflection of how much a city could support food and money wise since units were directly tied to a city.

23 Replies 16,653 Views

I also like the idea of units requiring food as a support but like OliverFA_306 said it may not be possible with the engine the way it is. I know he has been trying to implement something like this for a little bit.

23 Replies 16,653 Views

I would love to see armor proficiencies work on trained troops like champions. I would also love to see custom upgrade paths to be able to be created for armors as well so you could make more than one version of leather/chain/plate so that a trained troops could keep leather but still have an armor upgrade. This would be a great way to keep trained units within the role they were created for.

212 Replies 636,739 Views

I know the encumbrance system is still in place, with the exception of the graphical bar that goes across the character screen, as I have looked at the code and tried it out. I would like to know if there is a way that we can turn the graphical slide bar back on for modders such that we can re-add encumbrance back into the game?

212 Replies 636,739 Views

You can actually circumvent this by making a set of trained abilities that only work with the henchmen model you made before, but then you have to restrict the rest of the trained unit abilities to non henchmen, which is of course a lot of work for a solution to whether someone dies permanently instead of just having a 1 function. If its a 0 they retreat if its a 1 they die if they fall in combat.

30 Replies 102,331 Views

[quote who="abob101" reply="19" id="3347405"] Had a look at that spell.... I see it uses a PermanentDeath GameModifier. Which doesn't kill them (rather seems to sop them resurrecting if they are killed). However it's also got the StealSpirit modifier. Did a quick test and added the StealSpirit to my "KillChampion" test spell and sure enough it kills the

30 Replies 102,331 Views

Alright I posted this a while ago but I am fairly sure it has been forgotten and/or ignored. However, because of the problem with weapon damages for the whole champions vs trained becoming irrelevant. I understand that because of swarming this went to the back burner because melee heroes currently get killed rather fast. However since it appears many things are being worked on behind the scenes I thought a balance point would be brought back up. Alright now with the

0 Replies 3,888 Views

You could also just make it that if a champion gets injured they are permanently disabled within a city with a hp reduction to 1 such that they are effectively useless in city defense. Although this would then make it that they are "retired" and the city gains their bonus but they are inaccessible. To do this you would adjust the incapacity timer in elemental defs I think.

30 Replies 45,027 Views

[quote who="sxyz123" reply="38" id="3346342"] Mounts need some downside, so that you want a mix of units. Classically infantry holds the line, and calvary charges. I'd think that's a good basis for how the units roles should be defined. I would try to do stuff like the following: - make infantry the only units able to have "guarded" status. The theory being mounted units do not actively defend or hold the line. Calv

54 Replies 235,177 Views

So in short; Spells don't scale well when leveling except a few exceptions (Fire Dart, Coal Stones, Despair ) . Higher level Spell Traits should boost lower level spells within the lines they are in. Traits should then boost overall performance in addition to the above bonuses. Summoning should be tied to the elemental Traits that they are summoned from not independent such that a generalized summonig trait is created but higher spell level spell traits are

14 Replies 14,479 Views

So to reverse the situation in the Mage tree maybe make it that instead of specific summons for the different elements make a generic summoning weak and that would allow you to summon whatever spell trees you have access to. So a weak summons with fire would allow you to summon a fire shrill whereas a a water mage would summon a water shrill. I was thinking of this because it just seems silly that you can summon any elemental type without having access to that

14 Replies 14,479 Views

Alright here is the though process of the question being asked. Would the game benefit from the removal of spell tiers? Such that you would no longer have to take Fire2, Fire3, Fire4, Fire5 to get access to all of the fire spells and switch them to a level based system that spells auto unlocks based upon just having Fire1 and the necessary level thereby freeing up trait points for class traits. This could be further refined to make it that spells would have to be researched

14 Replies 14,479 Views

You could just remove the shard bonuses from the different towers and then still require one of each of the base elemental shards ignoring life/death shards to be able to cast the spell as well as making it require the sov caster be a certain level to cast such as say 11 thus making it a focus to not only got out and get the shards but also level your sov so that they are strong enough to cast the spell. Since the AI already levels their sov pretty well already it wouldn't affect th

27 Replies 23,448 Views

This is very similar to the specialist system that E:WoM had and I applaud your efforts as I think this was a far better system. If you can implement this system into the game I think it would do wonders for balancing troop numbers versus cities such that it doesn't just take money for troops it takes food which is often more difficult to find.

12 Replies 56,172 Views