Best bet is to ask on the modding help thread, Parrotmath is a whiz for answering what is and is not possible with this game.
halmal242
Well you can make the AI use limited range weapons if the effect is within a selectable special combat move. An example would be the throwing knives effect. This can be applied to bows by making them range unlimited but give the normal attack a hefty penalty and when at a certain range a special attack is usable every round that has no penalties.
Wow this is impressive, nice work. [e digicons]k1[/e] to you sir!
Nice read on the difficulties of AI programming. Thanks for still giving us your time on the AI effort.
The problem with things like this, and modding them in, is whether or not the AI will be able to use them or will it just not be able to build cities.
I love the idea of Lances if you can add a pike stand maneuver to regular spears that does damage reflection with a scalar against horses I think you will have solved the problem of under-powered spears by making them useful again.
My understanding for materials in the game is that it represents stone, wood, and leather. These are the basic materials used to make buildings, leather armor, and wood weapons. So if you wanted to add basic materials you would have to figure out a way to split up these three resources. I personally like the idea but could the AI handle it? Also I like the idea of adding a top end element as well. So your armors go from leather to metal to Elementium, weapons go
The coastal problem is easily solved. Go to terrain modifiers and change placement likelihood for cliffs to 60 and then go to beaches and change placement likelihood to 40 and now you will have beaches throughout the game. After that add in a food modifier to beaches and you will have more places where you can build by beaches. I made an alternate pier that only uses beaches and upgrades to docks, then harbor, and stops there. I forgot to back it up before I opted into
I found a rather interesting article with scientific references to back the exact question of bronze versus iron. Its a short but detailed read. http://askville.amazon.com/iron-heavier-bronze-stronger-kind-Ancient-East/AnswerViewer.do?requestId=56212662
[quote who="sjaminei" reply="4" id="3373054"] quoting post 2. Material - The race for arms was heavily dependent upon materials. Hence when bronze short swords were met with iron swords the bronze ones shattered and many battles were won by superior materials. 3. Skill - Compare the amount of damage a student swordsman can do compared to a master swordsman with the same weapon, it is a night and day
+1 and +5 accuracy per adjacent person.
Your formula isn't quite right, it is Max Damage = A*A/(A+D) instead of A=A*A/(A+D). Min Damage is Max Damage / 2.
[quote who="Sythion" reply="1" id="3372416"] You forgot three things: The probability of accidentally slipping on a banana due to awkward weapon size. A suggestion of how to implement such damage calculations An explanation of what this would add to the game, aside from a nearly invisible layer of unneeded realism. [/quote] Sarcasm aide this was a brief synopsis of the basics of what you could consider when designing traits to constrain different
While the weapon calculation formulas are known within the game I am not sure if I agree to how it is being applied. There are 5 main number of factors on how effective (damaging) a weapon is against any general object. Some armors protect better against different damage types but that is not the point of this discussion. Here are the main things that should be considered when weapon damages are calculated. 1. Design - The ultimate design of a we
Posting this here since it gets more visibility, if anyone is interested in adding destructible walls for city fights here is how it can be done. I don't have time to do it or I would. [quote who="halmal242" reply="3" id="3372059"] Well, there is a way to create this but its a bit convoluted right now. If you make a unit that has very high melee attack and defense and then use a post model for the graphics it will spawn at the front of the line. You then cre
I never said the wall solution was easy or pretty but it does work since all the basic elements are already there within the game someone just needs to put them all together.
Well, there is a way to create this but its a bit convoluted right now. If you make a unit that has very high melee attack and defense and then use a post model for the graphics it will spawn at the front of the line. You then create a spell that auto-summons directly ahead of the unit at the beginning of combat 3 units similar to the area covered by an axe sweep. You set it up to summon 3 wall units that have a debuff applied to them called wall stun, you would have to make
I did not realize about the necessity of editing the RaceConfig file and that explains why I could not get some custom units to show up for starting factions, thanks for that tid bit of information there.
Well if this process works consistently why not make a wildlands that has Smaug in it and he would be a custom faction that only produces little drakes when he has a city to control. When one of his minions leaves his wildlands or he himself then he could capture a city and start producing little drakes to terrorize the world as you have described. So custom faction, set that faction to be within a wildlands, custom units for that faction, create wildlands and stamp for it, add al
This seems like a loop logic issue though as you are already expending research to gain additional research points. Or are you saying that you would get 5 research points on top of what is there already thereby refunding some of the points spent for doing this research which can then be put towards another research project?
Morale was removed from the game when the game transitioned from E:WoM to FE as a useless feature. Personally I thought it was a neat feature that could have been further used for fear effects/rallying/intimidation effects but I think I am the minority here. Instead all of these effects have been lumped into magical buffs or debuffs.
Well here was the thought process behind why I did what I did for numbers and schema on iron and crystal numbers. Iron is the base material for your weapon as we have effectively skipped bronze. This does not take in to effect steel or its different types. Crystal if I understand the lore correctly is basically just a small rock that holds magical potential that can be focused into different effects. So when you have an initial design of say a short sword you cou
This is something I attempted to address when I tried to make armor/weapons/training mod. As has already been stated it should be more of a weapon, then improved weapon design, and then a lightly enchanted weapon, and finally a heavily enchanted weapon. With this being iron => same iron better design => iron + little crystals => iron + crystal even of each.
Argh, oh well I guess snaking is the only way to overcome this short of re-making the old growth forest from E:WoM and make it the same as a clay pit but only appears on forest tiles.
Then how about a distant lumber mill improvement that does not have to be connected to a city but is limited to a single improvement per city? This would still remove the need to stretch a city, sometimes a long ways, to get to a forest for a lumber mill.