I am personally of the opinion that the warfare tree should be more vertical instead of spread out to allow people to focus on getting to specific end gear faster but not to have to get through everything to get to it. Warfare is about specializing in specific areas to dominate. DO you want better armor, or better weapons, or better training, this is all dependent on which do you want.
halmal242
I think a penalty to both would be the most realistic but some might consider that too harsh a penalty.
This reiterates what I said but I can not attest to how it works personally as I have not experienced it. I am going off research. How would you represent this in game though, which ultimately is the goal here. I gave the suggestion of -2 Init for Chain and -2 Init and -1 Movement for Plate but based upon what you are saying it should be -2 Init for Chain and -1 Init and -1 Movement for plate.
Well, that not completely right. The problem comes from the weight versus how well it is distributed Maile armor was heavy, about 40 lbs or so but all the weight was on the shoulders with a small amount held by a belt when given. Maile armor did have greaves but once again they were heavy with all their weight only on the hips held by the belt. Plate on the other hand was slightly heavier, by virtue of using more metal but because of its rigidity i
The problem is the AI does not "design" units it only uses predesigned units that are listed within the AIUnits file along with the normal units that show up when you unlock certain techs.
This ties into the problem of removing encumbrance. If you have the armor proficiencies and then added additional encumbrance to them it would remove some of the initiative penalties by lowering encumbrance and would not effect lesser armors as they are already light enough to not be effected. But since its gone its just a balancing act of what is the appropriate amount of penalty to give each piece of armor.
Why not restrict path choices from Henchmen making them only have access to the general tree. This would prevent over abuse of Henchmen by lowering their base effectivity.
I will be greatly impressed if you get this to work, my hat is off to your efforts sir.
Shouldn't it be as easy as setting the biasing on placement such that if there are 2 AI it tries to put it equally away from both as if it was creating a triangle and then if there are three AIs then it tries to put a high level lair equidistant from each starting location. This would make for less high level creatures except in Wildlands but then AI's won't get overrun, only in challenging and less since the monsters ignore the AI on hard and above per Frogboy.
I think the lack of coordinated army attacks is the problem. Human players can handle one maybe two stacks with only one army but if the AI brings 3 or more then they need to have multiple stacks to defend unless they turtle within their cities which invites the ability to disrupt infrastructure. If multiple army stacks can coordinate attacks this will greatly improve AI efficiency instead of one stack at a time marching to its demise.
[quote] Foxed an issue that would still allow units to cast spells while they were berserk[/quote] Within .92 Changelog.
I think so.
What I mean is if you create a custom Sov how do you set its path?
So then how do you add new paths after you have removed the original paths you choose at 2?
[quote who="sweatyboatman" reply="69" id="3357601"] I can't help but note all the people lamenting these lost great features don't like it when you point out what those features actually were. Encumbrance Dynasties Weapon-type-based damage (FE) Recruitable heroes just hanging out on the map Dozens of mostly useless buildings so that you would just end up building one in every city Individual mana pools
I have to agree here with tjashen. I really liked the original game and with a few of the features of the newer versions added to it would have made for an amazing game. Some simple things that could have been. While I love the food/population system I have some things I wish could have been implemented with it or brought back. Excess food converted to a exportable food instead of a faction bonus and then imported to a specific city since food is a finite resource. &
Very nice, I saw the quest editor and was mulling this idea before I posted it here. I wonder if there are some simple old school dungeons you could remake using this concept. You could even have it say, "You are moving down a hallway and you see a door on the left, Do you open it? If yes an encounter/loot or an empty room if no keep proceeding down a hallway" The problem I see is how do you re-loop is so that you can go backward? I will have to mull on this because it
I seriously wish we could make a bunch of different personality traits that aren't seen that define which traits get picked by the Sov. Basically a chosen path of traits for the sov that can be adjusted through making all the different AI values go up by 1 for each trait within that path. Once all the values for that personality are full then it will just start filling in from the top down since the higher ranked skills that are counlocked through adjoining skills will have a
It would add some more encounters/experience into the game by adding progressively more difficult dungeons that spawn from quest markers throughout the world or at a good old fashioned tavern.
While I like the idea of compiling a list like this there are several items that need to be crossed off because the devs have listened to this and have addressed the issue. A few I noticed right off the bat are militia and mercs/asok knights wages. I am sure there are more. By removing the ones that are done we can acknowledge successes and focus on the things that still need to be looked at/addressed.
Alright not sure if this has been proposed before or not. I know you can make a multipart quest spawn different battles but what I was wondering is can you build an old school dungeon like a MUD dungeon that when you run into an encounter a tactical battle starts. The problem comes in how you would implement movement within the confines of the dungeon such that could explore it? Also how would you make it that you can go back and go another direction if you went the wrong wa
I did a test change to some of the paths and I am going to relate it here because it seemed to work pretty well. I removed all of the mage traits and put the four elemental paths within the mage tree and the life/death path within the defender tree. Additionally I moved some of the defender traits to the warrior path and commander path where it seemed to fit. Finally I put all of the adept magic traits in the general tree and fully selectable. So any sov can
[quote who="NaytchSG" reply="29" id="3356628"] A Water shrill casting chaos would be a tougher opponent than the ones that cast only slow. You could spice up Earth shrills with a chance to Bash opponents. Shrill Lords could be paired with Shrill Queens that hatch 2-3 new shrills a turn in melee , this would be a tough fight unless you had successfully quested for the Orkin Hammer of Shrill Smiting. [
I just used the range of 2 instead. It works for the same purpose but does not have the graphics of rushing in attacking and then backing up.
You could add the traits within the custom sov creator and then make them 0 cost.