halmal242

halmal242

Joined Member # 3198180
87 Posts 674 Replies 855 Reputation

I was thinking about this a little more and instead of sharing the food ala E:WoM would it instead be possible to make a building linking two cities by a trade route where one city lost food but gained gildar and the other the reverse? Oh and potentially make this improvement non unique for the originating food city such that it could link with multiple cities?

11 Replies 4,788 Views

Just out of curiosity is it possible to set it up that the food production from a town can be sent to other nearby towns instead of being used locally? Basically some farming hamlets supplying a large city with food? I know this irrelevant for my armor mod but it was a random thought that wandered through my mind. The basic thought it that a farming hamlet would divide half its food to go to a neighboring city sort of like E:WoM but using the assets

11 Replies 4,788 Views

Blah the forums ate my post for the morning so here is a short version. I was looking at why it didn't work and realized that I made a LARGE error when modding the tech tree and the game crashed repeatedly as a result. Its fixed and seems stable. Thankfully this taught me some new tricks to use for distributing techs around to make the trees work better. Going to keep plugging away at this.

73 Replies 123,258 Views

The problem with that is that you then have the ability to keep stacking armor and attack infinitely too quickly. Plus the other reason for making all of those different armor types is to add them to the loot tables for more loot variation within the game. I think I know how to get around this problem but I will have to experiment around and see what I can do.

73 Replies 123,258 Views

So I have run into a rather large game design limitation with the more in depth redux of this mod. There is a soft cap to the number of techs the game can handle before it starts becoming unstable. While the engine starts fine it can't handle too many different techs with restrictions based upon choices of available talents based upon racial traits. I am currently trying to figure out how to overcome this problem. I originally attempted to do this through a tech on

73 Replies 123,258 Views

Agreed, but remember how long would it take to train a unit of 300 people with chain armor? Or how long would it take to train a unit of 300 greatsword wielders. This actually reflects reality pretty well. You would not realistically train a massive unit with the best armor and arms as it would just cost to much, unless you are the US military and money is no option, otherwise you would never finish the unit in time to make a difference. Up to you if you want to c

267 Replies 244,525 Views

Interestingly enough about the item thing not showing up in the inventory, it is actually there, it just has no art value. Basically if you click in the next spot you can highlight it as being there. I found this out when I messed up on an art file for an armor piece and it looked like my unit was naked so I bought the piece and nothing was there. So I tried clicking around and was able to select it. Still the point is that it would not be right and I understand that.

3 Replies 5,592 Views

I figured out how to limit items to only be used by a specific class i.e. mages and what not. I got the idea from Parrotmath and his Henchwoman mod. Basically, and this is a LOT of work to do, you have to make a new generic unit like the henman/henchwoman and limit equipment that it only works with those types of unitmodeltypes. I was trying to make traits to only work like this and was wondering if this worked with gear and it appears to. So basically to make this wor

3 Replies 5,592 Views

I am done with building all of the non magical armors for my armor mod. Turns out an armor mod is MUCH more difficult for being accurate and well thought out. Once I get it more polished I will upload what I have so far to look at for names and graphics. It looks much more thought out than my first shake at the mod.

267 Replies 244,525 Views

No idea on this one even after messing around with techs extensively. I thought maybe diplomat might have something but its just for influence, so its likely a hard coded percentage of your tech you generate each turn then multiplied by a specific unknown value which then becomes a trade asset.

4 Replies 5,732 Views

Not sure if you saw my spear thread but that might help out on making spears unique if you add armor pierce to other weapons. Basically its a revenge effect for spears versus anyone riding a mount. The downside is it requires Heavenfall's extended tagset. Not that that is much of a downside but it reflects pike more accurately that they dd a pike stand and if cavalry charged them they would be decimated. They might kill the pike but would surely die in th

267 Replies 244,525 Views

Prereq's are somewhat tricky in what they can unlock when trying to use more than one of them. For equipment once a tech is researched it unlocks an equipment that has the unlocked research as its prereq. However when you start setting multiple prereqs it gets much more tricky getting things to unlock properly. Within the tech system it works fine; however, outside the tech system making multiple prereq unlocks well its a pain currently.

4 Replies 33,231 Views

Actually those names work for me and lets face it people will understand the point if you put them in a specific order in the research tree and the attack/penetration values. About penetration values, Should bows all have a similar but linearly scaling base attack value and a exponential growth in penetration? So the hunters bow does close to a yew but the yew can penetrate armor far better. Making it so that while bows may not do a great deal of damage they do&nbsp

37 Replies 29,396 Views

That is actually as intended as lances didn't really do much more damage to other mounted as they did to everyone else. I t was the pike in the ground that did the extreme damage to mounted when they charged into them. So the final one would look like this? [code="xml"] Unit AdjustUnitStat UnitStat_DamageReflect <StrV

13 Replies 5,540 Views

The idea is that Pike is deadly against mounted units for revenge damage. So if you attack pike with a mounted unit you might kill it but you are almost certainly going to die whereas infantry can engage them without fear other than their long sharp pointy things.

13 Replies 5,540 Views

Alright I decided to mess around with this a bit tonight and for some reason its not working the way I wanted to. I started with a base off of the cloak of thorns spell as its what I actually wanted not what I originally stated, sorry for the horrible clarity. [code="xml"] Unit AdjustUnitStat UnitStat_DamageReflect U

13 Replies 5,540 Views

Since we can't snake to the resources that enable these two options is it possible to make it that if we make an outpost that touches a forest or river/beach that it would enable these options in the outposts connected city? If said outpost was destroyed the resources would poof in the city, or since that might be a vital link in a snaked cities chain make it so those two build options are built directly onto the outpost like it was an extension like in the cities.

2 Replies 2,923 Views

To sum up what needs to be done for bows and techs, ranges, and accuracy over range. I believe you about the pull weight as I used a compound bow myself as a teenager when I did most of my archery and also when I did my research and now it makes more sense. So what makes sense in game as well as staying as close to reality as reasonable. Should there even be a short bow in the game? A crude bow for tier 1, longbow for tier 2, yew bow for tier 3 and composite bow fo

37 Replies 29,396 Views

I will code this in and try it out next week after break has kicked in, have one more paper to write for this semester.

13 Replies 5,540 Views