Edit: Deleted this request. It really is much worse than jshores request below. NOTE : The request in this reply is largely superseded by this request from jshores: https://forums.elementalgame.com/433089/get;3242322 I believe everything in this request is possible to do as a result of implementing his request, and his request allows
Heavenfall
Request #1. Gamemodifiers for DefendableDamage that stack with group size. Problem: Units with multiple members have no good way to use modded abilities because the ability does not naturally scale with the members in the group. For example, if I have a special ability that says it "deals 5 fire attack and enemy has a 5% chance to lose next turn", this ability will yield exactly the same results if performed by a 1-man unit or a 9-man unit. Because of this, it is impossible to add act
So we had an older thread where people would just blurt out requests that they had. It became very ineffective because there wasn't really any way to "weigh" the requests. Their odds of being implemented became zero. This thread is intended for serious, well-thought out requests. That means you should take into account things like: Does the UI need change to reflect this? How is the AI going to interpret it? Thinking rationally, is it a major code change or a small change - or jus
Basically the old version of the mod overwrote most gameitemtypes (armor, weapons and some other stuff). When I did this, the game's loot system would go haywire and started dropping nonsense loot for players. For example, a shrill lord was previously set to give the player a random item - the result was that the shrill lord would give the player things like clothes, heads and hairstyles instead of proper items we can use.
Do note that isusingstaff and most other equipment stats were turned off due to loot bugs in the game.
Stand fast!
Too bad! :)
Correct. I suggest you use the tag to make a custom text.
Well, speaking only about my mod now. It already has the standard unlocks so I don't want to swamp the player in unit designs that he can make himself. Once you get past 20 or so unit designs they sort of blur together. I'm actually thinking about hiding all the unit designs from the player except pioneers, scouts and militia. Force people into designing their own units.
Wait... what would cause a spell to vary between 2 and 10 damage? It's a flame dart! If a flame dart does 10 fire attack, its lowest damage should be 5. Or are you including the resist chance into the range? Because it gets halved if it gets resisted, so 5 fire attack divided by 2 can do 2 damage. What about spells that can be fully resisted? Are they just going to show 0-20 damage? And what about resist values like fire resist, are those inc
I don't think it's possible for modders to do it because the screen has no support for showing/hiding things based on what traits you have. Gaunathor if you have a working way to do it, please share. It is someting I would be very interested in - for example a custom faction could have access to a special assortment of magical items.
I think that's a great idea personally. seanw3 tried to get something started a few months back for modders. It is how I make sure the AI builds reasonable units for Stormworld - by providing custom unit designs that only the AI can see.
Good idea, updated the post.
I see what you mean leroy105. To sum up the changes I proposed above: 1) Nerf hero xp by about 50%. Also introduce diminishing return on XP from killing low-level enemies so the player can't farm them endlessly to reach higher levels over a longer period of time 2) Increase the strength of mid- and late-game monsters Heroes are meant to be strong, just not invincible. What I'm trying to achieve is making the progression of heroes more closely t
Ruthless bump.
Ouch, I haven't noticed this. I don't use archers, that's probably why. Bad for those who do.
Embassies from level 4 towns. Missionary Halls from researching Administration (in towns) And the already mentioned world resource that gives you a Monument producing influence.
Well, looking at the original post I edited the ones that are implemented or are confirmed as coming. Most weren't in first beta 5. So I think it's moving forward at a good pace. I really hope they continue to iron out the kinks, because it is doable. I'm also sure there are all sorts of reasons why they want to release the game on time. When you're working with 5 people or more on a team, schedules are never moved with little consideration. Updated the OP to l
[quote] You can now see spell resistance chances when you are about to cast a spell on an enemy in tactical Any upgradable resource improvements show up in the cities build list (just like connected ones)[/quote] [e digicons] Keep working on the UI please! These are so important.
Not seen that myself.
Perhaps you didn't read my post. I am quite clear on how exactly the solution adresses the problem. Nerf heroes, boost monsters, make heroes dependent on cities (research, gildar, troops). What's missing?
[quote who="taltamir" reply="114" id="3241878"]Nerfing champions into oblivion would NOT achieve brads vision where the player chooses to invest in one or the other and where playing "sauron" is a viable path. It would merely mean that champions are useless and only cities matter.[/quote] Heroes are not dependent on empire development. Heroes progress on their own. The solution I proposed changes that. In order to effectively build your heroes, you should need to spend reso
I don't think the workshop is going to be bug free. It certainly hasn't been beta-tested. Frogboy has said that modding is something he will spend a lot of time for after the release. My interpretation is that the workshop will see a similar schedule. They're focused on making the game the best possible right now. They'll probably get to the workshop after that. Am I happy about that? No, but it is what it is.
Imho, there is another solution that should be considered, which is further nerfing heroes. I think Cogburn really nails it with this comment: [quote who="CogBurn" reply="102" id="3241500"]THIS IS THE PROBLEM, STARDOCK. YOUR CITIES DON'T DO ANYTHING YOUR SOV/CHAMP NEEDS IN ORDER TO SURVIVE AND WIN THE GAME. THE TROOPS AND RESOURSCES IT CAN MAKE ARE NOT REQUIRED IN ANY WAY AND ONLY FUNCTION TO PRODUCE MORE UNNESSECARY CITIES.[/quote] But having champions dying is one soluti
[quote who="Kongdej" reply="40" id="3236904"] I really hope the trait UI gets some love, still a good post HF. Sincerely ~ Kongdej[/quote] Damn right!