Quick debate question for you guys, Potential list of types of classes for units I need critique additions and subtractions. Magic Mage_Air, Mage_Fire, Mage_Earth, Mage_Water, Mage_Life, Mage_Death Melee Light_Militia, Medium_Skirmisher, Heavy_Defender, Mounted_Light, Mounted_Heavy, Golems, Jugger
halmal242
Currently there is only one way to make a unit do what you are asking for and it has already been stated above. The henchmen have the unique ability to use the adept traits. If you wished to add a unit that could do this called generic_mage_unit you could take a page from Parrotmath's henchwoman mod where he created a new base unit then add that new unit to the trait as available unit_model. This is the limiting factor that prevents different unit types from using specia
Oh and sorry for the segway on your thread.
City spam problem can be solved by adding the population cost to pioneers to be something like 10 or 20 so that a level 1 city will not be able to spam pioneers. The other problem for city spam on the AI part is that currently there is a but that Pioneers either don't despawn after settling or they instant rush another pioneer at the new city.
Interesting, I will have to try this out.
Thats exactly where I got the idea I had from was looking through your female henchmen mod, though shouldn't it be maybe henchperson :O hehe jk. Still its a brilliant way of limiting items for units. Also something I also thought about is that you could also make a single unit like a militia commander. It would auto-summon your militia at the begining of combat. The spell upgrades as tech is researched or replace the commander as techs upgrade so that he summons
So basically you would have to make a custom art setup for each faction type and then a custom unit for each type and then add a custom armor for each type. Sooo 3 x 3 x 3 = 27 different actions for each tier of armor with 3 tiers that makes it 81 items to make. Unless I am utterly mistaken then just ignore this to much math on the mind.
I had actually thought of this earlier but not in this way. This method would allow a way of limiting certain items to only work with different units to create a sort of unit specializations table so that only certain equipment would be viable with certain units. In other words create classes for units based upon, as the way you put it, a sub-model. So you could then make a mage unit that can only use staves and potentially the adept skills, or a light skirmisher that has a
Hmm not sure that would work as for techs to be recognized in the game they have be in both the tech table and the techtree and once there they are placed into the different areas automatically. So they would just be a floating tech that would autolink to the previous tech that is unlocking it. However, if you had a tech unlock a trait that unlocked armors it should work in that regard so very similar to what you were going for.
Nicely done. I gave some feedback on the mod thread but thanks again on this.
I haven't tried this yet but one thing you might want to fix so you don't have random ghost items sitting in your hero store is to remove the shop value. This removes it from the store unlock completely. I like the solution overall now I just need to figure out how to unlock the armors when a building is built. I might have to use the method Heavenfall mentioned about unlocking a trait when a building is built which unlocks the amors that way. Then link the bui
Thanks for knocking this out Patrrotmath.
Depends what you are trying to do with armor X. If you just want it floating around in space just remove all tech requirements from it and don't put it on a loot table. Then give it some nonsensical trait as a prereq so nobody can train it. If you are trying to make Champion only gear then its a lot easier. Remove the tech requirement and set it to champion only by adding that flag. Then find a building that you would like to sell that item and have that building
Thanks Parrotmath and Kalin, [e digicons]k1[/e] for you both for the help.
Alright I know this was discussed a while ago but I didn't notice if we ever got an answer as to how to upgrade the city militia's armors by placing an improvement. I just want to upgrade from nothing ==> Gambeson (in my mod also called padded armor) ==> Leather ==> Chain and only make it available at fortresses. I was thinking link it to the blacksmith but then I would have to create an additional tier of blacksmith, beyond what I already have
Almost everything you have suggested here has been thoroughly discussed by many different threads here and I can concur on most of what you have to say. However, there are some mechanical barriers to setting up some of the things suggested. Some of the unit_stat tags showing that a unit has a certain weapon type equiped don't work as well as they should even though the one for mounted units does. For different weapon types I have listed almost all the different effects
I have been pondering this while studying for finals and may have found a way to sort of implement this and a few other changes some other people have made in the forums. A change to the outpost system by making them hamlets that could potentially upgrade to villages but no farther. Within each hamlet/village you could add some of the upgrades outposts normally have but also add things like additional farming and maybe a small garrison, both of which would have to be researched. &
Something I noticed about adding new prereqs to attempt to use stats like what you are referring to here is that they sort of work but do not unlock when a tech is reached for general sale. Unless you also then make a specific building that also unlocks and force sells the item. So while you can make champion/sov specific gear that has additional prereqs, that sometimes work(which ones do and don't would take far too long right now), they will not be available for t
I was actually always wondering about this as when you recruit different champions they instantly gain your factions bonuses as well as their natural factions bonuses. So if you are an Altar faction and you recruit a Tarth hero that hero gains nothing for movement but does get the 10% xp bonus. Vice versus happens as well, if you have a faction with the movement bonus and recruit monsters/champions they inherit that movement bonus. This seems extremely strange in that
Use it as you wish, I am going to get a version out reasonably soon that shows the architecture of the mod without the balance pass done yet. So basically all the arms and armors will be there but the numbers will be off.
Projects caught up on so I am working on this again. Still have finals in a week and a half so can't completely concentrate on this yet but making progress again. I solved the tech issues so I can now place everything into the game the way I want to. I made some reasonably large changes to the Magic tree for a balance change. Basically the Decalon ability is gone now and everyone can get all the books, but there is a catch. To get past level 2 of the magic ab
Still has the potential for huge problems in game if you have a negative global resource. I don't know how to sold the negative global resource problem except for a script to run in game demolishing improvements that run on said resource, but I don't know how to add that, or if its even possible.
Nice work man, keep up the good work.
Hmm is is possible to link this to trade routes in that when a trade route is attached to a city it unlocks the ability to build a trade guild. In Towns the trade guild reduces total grain available by one say and then increases gildar production by a certain amount. Then in citadels and conclaves their version would be the opposite reduces gildar by the same amount but increases the base grain by one per trade route to a town. As noted by Heave
I finally figured out what I did that made what I was doing crash the game. When moving certain techs around I mistakenly made a tech a prereq for itself so the game went into and infinite load loop when starting a new game and caused a crash. With this solved and lessons learned I am moving onto finishing the techs and then will get back to work on finishing implementing the armors which are also almost done. I have a major paper and presentation due soon so no work on this