Once the total combat rating is resolved for all the units in the army it is then multiplied by 0.075 which is then split up depending on whether the unit is a champion or trained unit, henchmen fall under odd rules. After that it just depends on who lives and dies as to whether they receive experience. That line of code is hidden within the ElementalDefs file. You c
halmal242
Guys its time to ease up and let the man work and let this rest. It takes time and money to do anything and this is just going to lead to a lot of pain. He said he was willing to work with us, throwing veiled, and not veiled insults does not help anyone and hurts many. He told us what we need to do to help and now we will be lucky if we get that after the bashing that ensued here. Calm down and be polite, this is a great game and I personally love it. There is a
I know this is a somewhat silly request but is it possible to see the current path choices for the remaining 3 paths that have not been shown through the video and the initial pictures given in the faq? I was able to recreate, with what we currently have for abilities, the defender and the mage lists and would like to make the remaining 3 to try them out for how they play in my games.
This is also a problem on some syndicate forces, bandits, ruffians, and mercenaries. Basically where there are two pieces of equipment slotted for the same location in the art definitions the base slot will supersede any armor pieces. So if a shirt and armor are equipped the armor gets withheld thereby nerfing the unit.
Just out of curiosity where have you found an IF and OR functions in the game's coding? By IF I mean and IF/THEN scenario.
[quote who="mqpiffle" reply="6" id="3329305"] 3. AND/OR Prerequisite Types. Currently prerequisites are somewhat hard-coded by the type of InternalName in which they are contained. SpellDef prereqs are always 'AND' prereqs, meaning all the the prereqs are required before the spell can be cast by the unit. AbilityBonusOption prereqs are always 'OR' if they are of the same type but they are 'AND' if they are of different types. So for
Personally I think Influence should have been a much harder commodity to get and had more effect when you did get it so than when you had the choice to spend it to get a Henchman it hurt your political standing with other nations by the loss of influence.
I agree with both previous comments here, not having influence is not the solution. Additional resource management that has multiple uses is just part of the strategy. For the Henchmen being attached would solve the problem of heroes being singe units but would you make it that the henchmen attached would perma die or be able to be replaced as per normal units?
Nope, I have never heard of it.
Did this make it into the next patch?
I have been thinking this is something that should have been done for the scout unit. It should have been made a single unit from the start to allow for rapid exploration initially but then retired because of lack of staying power.
Personally I would love to see Henchmen made into a traditional follower type unit so when you get a hero you would actually, as suggested above, get two units grouped together. This is typically what a henchman is for most tabletop settings. Henchmen are not supposed to be more powerful than your heroes ever.
I know I have not posted on this in a long time, but this idea is not dead. I am trying to figure out the scope of what I want to do and with the multiple changes that have been coming down 1.1 then 1.2 and finally 1.3. I have a reasonably good grasp of how to actually balance weapons vs armor along with training. It boils down to the higher tier armors should not take a lot more resources to make but have a much higher additional training time compared to what they do now,
Excellent. Now to wait and see what LH is going to do before I dig too far into this idea.
What I mean is that currently there are tiers for the skills which unlock the ability to cast spells. I am proposing the question of instead of locking the spells by having higher tier skills that you must get to unlock spells the spels be locked by the base skill Fire1 and such and a level requirement. Additionally to this each additional tier you take in a skill would increase your total spell damage by a certain amount. Such that if you had Warlock with the Magic Damage i
That is exactly what I was looking for Heavenfall, thanks.
I have been pondering something about mounts I will add here. Is it possible to add a constant effect from a horse called "mounted" that can then be affected by a "riding skill" trait such that only units with the trait get the full benefit of the effect. This potentially eliminates the possibility of units getting extra moves by taking riding traits that give +1 move but stays within the general theme of what is trying to be done here.
If you removed the different tiers of spells and just made them all require levels and tier 1 of each type would this work? So for Heal it would just require Life1 and then level 3. Then add a buff to spell damage based upon the total tiers so for each tier above 1 for each spell book add 5% spell damage. Therefore you can cast spells but they will still be very weak unless you take the additional traits. Just an idea I have been pondering, not sure of the side effects
So this should in theory be an easy fix but I am not so sure, how can you get a single trained unit similar to a henchman without it having the ability to be a champion or have skill up perks? Basically I would like to change Henchmen(women) to be non champion units, they are just too powerful as they are. I would also like to make mages a single unit like a henchmen but limit them to a single adept tree, so a fire adept and so on.
So basically if I am understanding what you are saying a horse would incur a +2(just a number for arguments sake) cost for units wages, a bowman would incur a +3 cost and a mage would possibly incur a +4 cost thereby making mounted archers/mages a very expansive unit to maintain thereby balancing their power. I like it, but it only works if as you said the AI can recognize those units and build counter units. I am also of the firm belief that spears should have
After digging through the code for a long while now I have a reasonably good grasp of how the upgrade code works. The short of it is that it works whether something is one-handed or two-handed and then what type of damage. To upgrade to the highest total damage for a unit the game engine looks for whatever weapons that falls into those two specifics then compares to the rest with the addition of any additional damage sources. Such that if you have an axe and a burning axe it
. . . Lord Xia you may wish to rephrase........
Same problem found on the BanditCaptain two items for the same slot prevents the armor from being equipped.
Why not make the unrest per city amount dynamic and can be decreased through techs. For instance we don't know what their thought is for the amount of unrest per city but it could be as high as 20 or as low as 5. If it started as 20 per city you would be restricted to a small empire to deal with the secondary effects. This could then be a "gateway", nice word to use for this devs, to add the ability to expand by having a tech unlock a lowered value of say