She's cheating!
Heavenfall
I just had to share this little gem. http://i.imgur.com/8dgsd.jpg
Unfortunately, the same idea cannot be used for items, items don't respect prerequisites for unitstats other than unitlevel. I have a request here for it: https://forums.elementalgame.com/417022/get;3071746 As a modder, you can create custom designs that cannot be altered by the player in-game. The post I linked above was to indicate that the AI would build such units.
I'm just glad we're moving away from little thugs on the street stealing my identity, to big thugs in Washington stealing my identity.
I don't like it. We already have a completely artificial "army size" limit, and it completely breaks immersion.
I haven't met an AI in any 4x tbs that doesn't select units with a large degree of randomness. MoM, dom3, homm, aow, you name it. There is no real good alternative, and the more special abilities there are the more difficult it is for the AI to assess. The only alternative I can think of is what they did in shogun2, where the AI simply instantly spawned pre-made armies inside the fog of war as you were exploring.
Consider that any tile which does impact a unit, also impacts its combat rating. It is only our modded stuff that the AI is failing to consider. It has no problem taking into accounts the variable effect of a city wall.
[quote who="seanw3" reply="47" id="3073221"]Oh god! I need to learn Havoc. Today. I would appreciate a quick tutorial on loading a basic unit designs from FE or WoM and then I can just go on Youtube, I assume, and watch some example videos to learn the rest. That is just too cool to let you have all the fun. [/quote] This is the first step: getting the models out of the game. https://forums.elementalgame.
[quote who="jshores" reply="49" id="3073286"] As would I. Is there a way to lock that now? [/quote] Yes, I made a post about it here: https://forums.elementalgame.com/415919/get;3073202 [quote who="jshores" reply="49" id="3073286"] Also, is it possible to restrict paths for champions. For instance, if a champion has "Path of Def
That'd be neat, but let's not give Frogboy any ideas about unnecessarily complicated strategic movements. The game is already failing to make even basic ones, such as producing their own mega-armies.
As some of you may be aware, I've been building custom units for a faction I'm working on. I'm glad to announce that the AI seem to have no problems building such units, as long as you remember to include a tag in the unittype.This is a completely new step from E:wom, where the AI would simply design terrible units on its own and build only those. For example I had a particular custom unit that would unlock at a certain tech, and cost a special resource, and
Yup, you're late to the party. Don't worry, you'll get there...
1) Select option to auto station new troops, options->gameplay->top right 2) De-select option to enable auto turn, options->gameplay-> middle row near bottom
Wrong game, Lord Xia. eltharion70, to create a spell that is accessible to everyone in a faction, but only to that faction, you will need to first create a spellbook. See CoreSpellbooks.xml, example below [quote] Terraforming Terraform_Dot.png &nbs
Take this goblin shaman as an example: That's a pretty cool look, if you ask me.
Another modbug, when using this modifier [quote] Unit BattleAutoCastSpell  
With a few new tags in this game, I think it could easily be converted to a full-on pre-designed units only game, like AoW. Of course, the AI would be terrible at it. Still, I find it very simple to come up with new unittypes with special traits. The fact that they can't be altered saves a lot of thinking time, since the variables are static.
[quote who="Derek Paxton" reply="4" id="3072547"] We have some balancing to do, I really liked Heavenfalls post about making injuries more meaningful and I've checked in most of his suggestions (i should have posted in his thread, i hope he sees this). It makes it much less rinse and repeat from battles. But there is definitly more to it than just that change. .[/quote] Good to see you're still very much open to suggestions from the community! And b
Champion-less armies still get loot from combat. We see the item drop, but it ends up somewhere we can't reach. This is confusing to the player. Did I get the item or not? If I did, where is it and how can I use it? If I didn't, why is there a popup?
[qoute] Note that constitution has been removed from the game, this topic is thus pointless .[/quote] When I started modding, one of the more aggravating areas was how hitpoints and constitution interacted. Let's say that a unit has this in his unittype: [quote]  
I agree that it is not expected behaviour, but I also find it very useful for modular mods. For example I can have one mod add +1 X resource to metal mines, and another add +1 Y resource to metal mines, and they will work with each other without a problem. But, of course, there are downsides as well. It makes it difficult to mod the original numbers, such as replacing the mechanics of an Adventurer's Guild.
I disagree, there is no limit to the use of flamix axes. But it might break the balance.
[quote who="Capn Darwin" reply="36" id="3072445"]Question. Is the Operator tag capable of being a > or Haven't tried it, never seen it used like it.[quote who="Capn Darwin" reply="37" id="3072453"]HF, Wow, new question. Is the game code smart enought to cull the Ultrarares from the item pool and then just roll the dice against them to pick one?