halmal242

halmal242

Joined Member # 3198180
87 Posts 674 Replies 855 Reputation

Basically I am attempting to unlock an item by having two traits one is a normal faction trait the other is a locked trait that I want to only unlock when a tech is researched.

5 Replies 3,403 Views

Can a tech unlock a trait without having a trait specifically picked for a faction? In other words I have a trait in the game that can not be picked but is unlocked once a tech is researched it will then be awarded to that faction.

5 Replies 3,403 Views

I had a Mage Sov with Life 3 and Earth 3 and a few pieces of leather on him. I also had a Champ with 3 pieces of rusty plate and two pieces of leather and a rusty shield. I had the 3 archers from the quest for a unit. From there I basically cleared the whole wildlands by my tank tanking and my sov healing while the archer did damage. The only reason I did not beat Torrak was that I ran out of mana because he got to me while I was low on mana I had him to 1/4th health w

30 Replies 21,591 Views

I think the same would be difficult but yes it should be pretty close. I see the point of having the groups versus single unit, do one big hit or LOTS of little hits. The problem comes with group units scaling damage. So you would have to have single unit weapons (Special weapons for heroes) that are 7 times more powerful than trained units weapons. Also though remember that because of the system being used with attack and armor calculations that if you made

30 Replies 21,591 Views

What I have been playing at is Hard mode almost exclusively which does give a slight advantage to the AI. Keep in mind though ALL of my observations have nothing to do with the AI though and have everything to do with trained units vs non trained vs NPC's. NPC's get spells that scale with levels why not regular spells? I am not talking huge bonuses I am just referring to small effects. Heck I would even be happy if +% to damage worked on heals. The life t

30 Replies 21,591 Views

Actually the single unit damage vs champion/sov damage gear is fairly easy to fix, but time consuming. It literally requires two sets of gear to be made for each piece of trainable gear. The question is what should the difference in stats be for single unit Sov/Champ/Hench and regular trained units gear. This affects almost everything. As far as the magic goes for those spells, I am not really for removing them so much as making it so that these spells are useless ca

30 Replies 21,591 Views

Alright some observations I have made in the past few weeks as I have taken a small step back from my overly ambitious armor mod. 1# Healing is far to weak in general. Unless you get lucky you can heal very effectively more than one person at a time if that person is taking a lot of damage. This is a problem with other spells but healing it is a direct problem if you want a healer unit. Basically the spells just fail to scale. 2# Boss damage is far too low. &

30 Replies 21,591 Views

I appreciate the well thought but I was just letting you know what I tried in the event you wished to try this for yourself. Hope its possible to add a building queue to an outpost somehow.

15 Replies 72,722 Views

Well, here was my thought process for this. The AI recognizes ranged units and caster units as well as defender units (sort of). Each of the "wall" and "gate units would be listed as a defender style unit. So they are low priority for ranged units but for for melee units they are a higher priority but still pretty low. Since the AI attacks whatever is presented in front of it first usually it would attack a wall unit first. The way I think the AI could handle thi

5 Replies 3,849 Views

I know its possible to force a Ranged Unit to the end of the line for unit line up so I was thinking just teach the AI to post the wall and gate units at the assigned spots by giving the tile an assigned spawn point. This might be something that has to be hardcoded but it seems like this should work in theory.

5 Replies 3,849 Views

Ok I have been pondering how to solve the problem of destructible walls and I might have an idea but it needs review. The summon defender units could be modified to add wall and gate units that have a graphic of a wall and a gate that fills an entire square. The tactical maps of towns would have to be modified to allow additional spawn points for the defending units. Sort of looking like this, <

5 Replies 3,849 Views

Simple question, is it possible for Champions to be set to be Perma Death ala E:WoM and have your sov retreat with an injury? I know this is a somewhat drastic change to the current system but it seems that having an omnipitent ruler that never gets injured seems somewhat against the lore of the game. This also would make champions more of a precious resource as opposed to just walk around willy nilly without worrying as if they just get killed they just come right back but with s

3 Replies 7,625 Views

Ambermonk I attempted to add a build queue just as you suggest but could not get it to work. That is not saying it is not possible but just that it has been attempted with no success so far. I basically attempted to add that it was a cityhub tag and then limit it to level 1 while maintaining it as an outpost but changing the display name to Hamlet.

15 Replies 72,722 Views

Why not just make each element of the crafting take a certain amount of time for trained units and the Sov/Champ just looses a single turn.

58 Replies 172,022 Views

OK one thing I noticed while cruising through the monster files is a lack of life cycle ability to morph a creature. I know from previous posts that the ability to have one creature replaced by another is already in the game through the upgrade function as explained by Frogboy. I am simply asking that this be an unlocked feature for use of scripting the ability for a creature to evolve/grow up into the next form besides replacing a goodie hut after XX terms with the new form. &nbs

0 Replies 2,332 Views

[quote who="halmal242" reply="14" id="3314838"]I am going to weigh in here as I have been working hard on an armor mod for a while now. Personally I think a crafting system should be three fold. #1 Research and choose an armor type with an original base material. This would be researched through the warfare tree. #2 Research new material types through the Civilization tree as materials don't just apply to armor they apply to the whole fac

58 Replies 172,022 Views

I am going to weigh in here as I have been working hard on an armor mod for a while now. Personally I think a crafting system should be three fold. #1 Research and choose an armor type with an original base material. This would be researched through the warfare tree. #2 Research new material types through the Civilization tree as materials don't just apply to armor they apply to the whole faction. (More production per Material on a tile bonus)

58 Replies 172,022 Views

This has been this way since launch. You have to manually choose a tech before the turn after you found your first city. I am pretty sure its a script to choose a tech the turn after you get your first research point through the global resource. This is reproducible by just not founding a city and wandering around looking for a good site as well.

3 Replies 7,535 Views

Is there a way to turn outposts into a hamlet, aka level 0 city that never levels and is still attached to a city? Basically having an outpost with its own building queue but it can only build self improvements. This combined with a separate unit to settle them as someone mentioned in the 1.3 suggestions would make for a greatly improved game-play in my opinion.

2 Replies 2,546 Views