I think an independent path within the magic tree will suit what I am looking for as if you consider what is being proposed, it is magical armor after all. This way you can differentiate within the magic tree for which way you want go, do you want to go the magic armor with heavy emphasis on foot/cavalry soldiers or do you want to go heavy cloth wearing magic users who sling spells instead of wielding swords. I am thinking it would fit around tier 4 for the initial
halmal242
This is a very nice tool. I will hopefully be able to complete some interesting mods with this. I bow in the presence of awesomeness.
So in essence create a 4th tree that is effectively a hybrid tree of warfare and magic. Hmm. Where would it sit though. Currently you have to choose whether you have something in the warfare tree or magic tree and can be affected by trading research. By having a heavy amount of research going into magic tree you can potentially set it up that you can advance allies in the magic tree heavily. I like the thought as it is basically an alteration of what what someone
Update. So I have compiled a list of all the different base armor types I want to make. I have started working the numbers out and what you have both said has made some sense but the research I have done I have made a few changes to armor types. Leather has a bonus to blunt defense as the leather padding acts as an absorber (+5 * Tier additional armor for a set). Chain has a bonus to cutting as this is how it is designed to work, or put anothe
Potential thought here. Make Civ Techs have wooden / leather. I.E. Clubs and Bows and improved leathers. This with improved group sizes would be a competition to the Magic and Warfare Tree.
This is an overhaul of the armor system. I have increased weights between the classes and made them available earlier. This is the initial release of the beta versions. The research times I know are off but I would like some feedback on the design. Everyone has access to crude leather to start, which is the same as leather right now. Everyone also has access to leather and two different armor types with the following class types: Regular, Masterwork (Improved Reg
I figured a pick me up would help you guys on the home stretch. Thanks for all the hard work guys the game looks great, plays fun, and is moddable as can be for the most parts. This game can only get better and better and is already a great game. My 2 Copper. Post if you agree, please no trolling this is a thanks.
I usually play on large maps and was annoyed by the fact that it was completely random how close the other sov started to my position. Some games I would be all by myself for 400+ turns and ave a HUGE dominance over the AI's other times it was me and 5 other AI's within a very small area. I propose adding a starting position distribution based upon map size. Possibly a slider bar so you can determine close, normal, or far. This may be a pet peeve for me, but it
Thanks. Do you know if there is a max distance that can reliably set or is just guesswork? I was planning on trying around 30 but not sure it will work.
Is there a value that can be changed to force the map to create starting positions to be farther away from one another for the different factions or do we just have to wait for the map editor and manually force them to be spread out more?
Hmm now to decide which monsters would make sense to have little monsters grow up and start trolling around the world. Dragons make sense and would make you not want to ignore them pretty quick. So just out of curiousity what would you guys say make sense other than whats already in the game. Dragons. Bears. Bear cubs upgrade but do not spawn wandering bears. Cave Bears spawning baby cave bears and then wandering cave bears. Wolves
Ok, so while the lair can level up with the according guardian monster from it the wandering monsters can not do the same at this time. However both monsters can level up per the level function every ~50 turns. Where in the code is the time for lair level ups controlled at? Within the goodie hut coding? So you could theoretically make a lair with an adult dragon that levels up accordingly, after x turns the lair upgrades and then shows that there are now baby
Interesting. Is it possible to change one type of creature into another after it gains so many levels through scripting? Once again using the dragon analogy since it works, a baby dragon into an adolescent dragon, adult and so on. This combined with the Idea of having small dragons spawn from a dragon lair would make it kind of scary if you left it alone for too long. Imagine a bunch of aggressive adolescent dragons running about near a d
Interesting, one more quick question, is it possible to set up a trait that is hidden that changes the scale of a monster? So basically a baby dragon will get eventually larger. The same thing could happen for a bear i suppose as well.
Got it. I will likely hold off on doing a quick release as I am not as fast at this as the more experienced modders. I will likely release this in parts. Also If the milestones are not actual levels how is XP calculated for things like mites vs an ogre? Basically if the level does not matter why is it that everything starts at a different level, milestone, instead of 1 as a base?
Done thanks.
Blah I should have posted this in the mod section, sorry.
Which would be better for a Path mod? Set it that you choose your path at level 1 in character creation, if that,s even possible to implement or level 2 as suggested by other mods? I have come to realize it would be very easy, if long and tedious, to mod the game to be very close to a D&D hybrid 2nd edition and 3rd erdition esq game. Would take only some small functionality changes to leveling of monsters and units. <
Try running this on Admin mode, I had this problem on the last patch.
Congrats!!!!
Well we will see what Frogboy says to all this when he announces what they have changed since they pushed the Beta 5-Final till tomorrow. Of course could it not just be easy to use the current leather chest piece model and make a separate item named patchwork leather chest piece with lower armor? I know it will look the same but at least the stats will be different, which is all the final goal is really, which is to make a simple ches
Nice way of wording that and I agree.
Hmm the more I think on this I have an addendum suggestion to make. Add a basic Crude Leather breastplate for general armor instead of the armor available to Sov at creation. This can also be used as a basic armor for City Defenders. Then you can either differentiate to Warfare for higher defense or Magic for lower Defense but secondary bonuses increasing based on armor types.
Got it, but that seems like an inherent slight to units produced earlier besides the obvious smaller groups size. I wonder if there is a way to override that bonus as a unit upgrades? I.E. if a unit was produced in in one city and then sent to another city for upgrades. Could lead to some interesting combination of city talents and make more of those Unit When trained here buffs useful.
That is basically what I was thinking.