I was wondering if this would cause the troops to become a summoned creature which in effect would give each evolved unit a severe penalty. Let me look at some tags and see if I can figure this one out. Also I am going to have to sit down and make a test map with a test goodie hut so I can test variables like this with ease.
halmal242
Why not just make it like civ in that all troops give a certain amount of unrest reduction such that if you station troops in a city they reduce its unrest. Then make the bonus for heroes/henchmen a larger bonus such that you can have either troops occupying or an administrator to keep the peace but with out them you are in trouble unless you have almost no taxes.
To be honest there were only two times I ever used outposts for anything. One was when I modded in the ability for each outpost to make 1/4th a grain as an upgrade as well as 1/4 a material as a second upgrade option while consolidating attack and defense upgrade into one upgrade and dropping the high tower upgrade. Since the reason for doing that mod passed I have also used them for closing off passes and that is it. I would much rather outposts be a cityhub that upon reach
Alright here is the theory. Make a specific trait to a specific monster type say a young ogre. Then make a spell that is autounlocked for that unit once a unit with the young ogre trait reaches level 10. Make the spell have a 1 million AI rating so the AI will definitely use it. Have the spell consume 1000 hp, which kills the unit, and have the effect be summon Bone Ogre level 5. So that you level a young ogre you recruited and once it hits level 10 it can beco
That is under the research Arcane Weapons.
The Ashwake monument is from a quest that allows you to recruit those type dragons as a limited amount unit. In short for question two the answer is no. Any base stat upgrades do not affect units you have already made.
Alright on a second tier city I had been just building up to see the techs and different paths for the heroes; when I got attacked by a 6 unit army of 3 man units. I decided to retreat to the back corner to set my archer into the farthest corner and then put my 3 militia units surrounding my archer unit. Once I had this set up the AI stopped moving. So once the archer was unable to be attacked the AI stopped moving towards my units. I hope this makes sense.
Glad to help.
When I made a version of this I just used the chest item for my militia. It made them stronger but not overpowered. So the most powerful militia would be light plate with whatever weapons tech allowed.
[quote who="DsRaider" reply="75" id="3332281"] I can't say anything more then 1-2 tiny things related to modding have ever been mentioned in any changelogs, and I have read them all. If you don't feel our concerns are valid you can ignore us, your the boss and that's totally your prerogative, but it's silly to get depressed or angry over one recent request thread. [/quote] The problem is, that it hasn't just been one thread or even two, the
A wild guess makes an attack at you and misses.....
I have been pondering the Path of the Commander and I think Path of the Leader would be more fitting as then it lets you have the two different sub paths of The Commander/General and the Administrator/Governor. Also I was thinking the base bonus for this class would be equal to the total unrest caused by a city so each champion added would allow for one additional city to settle.
No I don't think so. For that you just have to set it to Autocreate equipment instead of equipment, or vice versus. I can never remember till I try i out so I know its not that.
That tag is used on the Henchmen and I have been curious about it as well.
The AI can and will use this automatically as it is not dependent on actually equipping the Militia. This functions the same as the way militia weapons auto upgrade to the best weapon you have researched that they are able to wield.
I am loving everything except the loss of the defense differentiation. This was always a subtle but accurate portrayal of the pros and cons to different armor types. Leather and Padded armors are better against blunt weapons, chain is good against slashing, plate is good against slashing and piercing. When I say good its about 50% more effective against that type of attack. Certain weapons are good at defeating armor in general. Blunt weapons as they evo
The more I look at this problem in the files and ponder how to pursue Paths and Sub paths I wonder why the stats were removed from the game. Incremental increases in stats allows more diversity and places to sink points that give a potentially wide range of effects depending on the ability choices associated with them. Strength for warriors Intelligence for mages Charisma for Governor Dexterity for Assassins Constitution for Defenders (However I a
Those are all excellent suggestions however not all of these I think are able to be implemented. Shop prices, essence (beyond increasing what a spell thinks there is total essence), decreasing likelihood of attacking monsters (this seems to be a hard coded effect for certain structures), and the additional capital benefits are all i think non implementable. The rest though are good suggestions. The ability to increase defenders total hit points is still i
Alright I think I understand for assassins having the bow and daggers as weapon choices to use independent of their sub path choices, the only problem I have with this is the special attacks will likely be melee dependent attacks such that if you choose to be the skill guy you can use both the special attacks from that sub tree with a dagger/spear wielder as well as the passive ability bonuses from the critguy subtree; whereas the bow user is somewhat locked into the critguy su
This would be a nice immersion improvement but like you said only for cities level 3 and above. The only problem that could come from this is with the manual placement of tiles you can get some strange city configurations which could cause some graphics lag. Maybe have it turned off if manual placement is implemented.
I like the idea for the two different assassin types but where is the guy who is basically an archer? Unless you make that a specialization under the Warrior/Weaponsmaster sub path. For as far as making each weapon type have its spec available to everyone is kinda easy as you just have to remove the path requirement. However this then devalues the point of the warrior that is a melee master. Not sure what you would replace the weapons master sub path with. The reas
Alright this is something I have been pondering for a while now. The different paths seems to be overlapping in some areas and in my opinion need some differentiation to make each one more unique. I am proposing dropping the Defender path instead of removing/changing the Governor path. Here is my reasoning, each path should have two sub paths within it that can lead to a capstone skill or ability. So here are my suggested paths and sub paths, Warrior &nb
Ahhh I see, so the stats listed are basically just different difficulty levels of summoned monsters. so a level 1 difficulty spider that has leveled to 20 vs a level 20 difficulty monster are completely different stat wise. So having a base difficulty set to low severely handicaps monsters compared to their higher difficulty levels.
An example of this is the sand golem, it does not gain any additional defense or attack as it levels but it does gain hit points.
Trained/Summoned/Item created monster units do not gain equivalent stats that same level wild monster units do except for level dependent abilities such as plus to hp abilities. Is this as intended or a bug?