I think Raledon hit most of what I was going to say here as well. In addition to what was said in that post I have the following to say for characters. I actually talked to my wife about this as she often looks over my shoulder when I played Elemental, FE, and FE:LH; and each time she would say the characters were ugly. When I specifically asked her what it was that made them that way she said there were two main things. The first being that the facial proport
halmal242
Alstein has a good point here. I know it makes sense to train mages at a Conclave but that is not what the different city types are for. Simplification of some game elements makes it easier for the AI to use them. Towns are needed for food/gildar, conclaves are needed for research, and fortresses are needed for defense/troops. My beef with the system is we need to make these differences more pronounced;, as in fortresses and conclaves don't get fo
(Tactical) Combat dispell. (Tactical and Strategic) - Cure poisons/diseases - Increase the potency of poisons and diseases exponentially with an increase at the base as well to make cures more worthwhile.
Frogboy thank you for taking the time to address these areas. I know there are things that looking back everyone can say "I wish I had done that" but as I, and most probably others, have learned that sometimes time shows you a way to do what you wanted better. Anywho thank again for the hard work and dedication towards this great game.
He is talking about Heavenfall's UnitStat Background Mod, Here is the link to the forum, https://forums.elementalgame.com/444737/page/1/#3465613 Hope this helps.
I don't know if it is or not. It may be something that can only be done at the Dev level. So when a personality is applied a non displayed stat is increased by 2 (one for each personality trait) and then that stat can be used for what you are suggesting.
Wouldn't it be easier to create a trait that unlocks only for AI. Use the hidden stat that will unlock a trait. The trait then is the required prerequisite for spells/abilities. This could be in theory tied to AI personalities so that when a personality trait is applied to a sovereign it increases the stat and everything unlocks like a domino.
The lack of curative/dispel magics for tactical. This may seem pointless, but I think it would add the ability to further make poisons/diseases more potent but leave a way to remove them through abilities/magic.
Kind of sad but true, it is still questioned about every now and then whether it will be released too.
If I had to take a guess, Naval anything won't happen at all until the pathfinding stuff Frogboy is trying to fix gets sorted out. I suspect the initial difficulty Stardock had getting the AI to use naval units is almost entirely pathfinding based.
You can use the art assets as a unit model. Find a simple tower design in the art assets and instead of combining it with other art assets just use it by itself to do what you are describing. The problem comes from things like push and blade rush abilities. Blade rushing through a tower seems a little silly and pushing a tower is well ..... i digress.
The ability to create an additional faction would be great. If I understand the code correctly there are 4 different factions, Kingdom, Empire, Monsters, and Wildlands. I am not sure if there are or are not sub factions underneath Monsters and Wildlands.
For a trait to be in the unit designer it has to have two things. [code="xml"] Unit_Design [/code] and [code="xml"] 6 [/code] With these two lines of code added to a core ability it can be also used for unit design. Just beware that this can be added to very powerful abilities as well so units can skip the t
That is the second best news I have heard today. The other being the wife liked her Valentines gift.
is a leftover tag from E:WoM and I don't know if it is still active or not.
The one thing I want to see for spells are "cure" spells or opposite spells remove negative/positive effects. This is something that has been missing from E:WoM since it started.
Ok, I have been experimenting again for fun while we wait for more information on the next Elemental game. I can disable the graphics for improvements but I was trying to figure out if there was a way to redesign the cityhub to work like an outpost such that the improvements appear within the tile with a few exceptions. The exceptions are things that would normally take up extensive space, like farms. Any help here on what needs to be changed within the art files would be ap
How would you go about making city buildings not take up land space on the strategic map? Not all improvement just certain ones. I am just trying to play around with some ideas a little to see how it works. Do I remove the art assets or is there another way to just add a modifier to the city hub?
I found out a while back when I was messing with my armor mod that if you set all items at a specific level, i.e. common or uncommon, to a specific rarity it became more likely to have an equal spread of items versus at lower rarities and higher rarities. By empirical data, I tried out a bunch of loot drops (close to 50), I found that if you set them all to the same amount it spreads out your diversity. So you will not just see new items but old ones as well. Hope that is us
My god, a true Star Wars Rebellion remake with this engine would make me cry with happiness.
I am with Tjashan here. This is how I really feel about a E:WoM but in much better detail than I originally posted and for that thanks man.
Absolutely yes. If you use the new Nitrous engine, hexes, larger armies, larger tactical battles, LOS target obstacle protection either through reduced chance to hit or increased protection, Improved Dynasty system. Multipath research depending on the type of city type would make for specialized game play as well; Town for civilization, Fortress for War, and Conclaves for Magic. Limit magic to only mage classes and buff non mage classes so that there i
Well I think you could make minor factions and then make gear only sellable in their shops just like the FE cities. You wold have to just make a custom faction and then delete their settler unit or give it a unique unobtainable prereq item to build so they can't expand. Set the Sov so that it has 0 strategic movement and normal tactical movement. Then next game you start just make sure to include that faction. Edit* Make that the FE Campaign NPC cities.
What files did you change to help the AI make better stacks by chance? Or is that what is hard coded from Frogboy's AI code improvements and you just made it so the AI can make more elite units to supply those armies?