What you could do is have a world resource, right, and it actually upgrades as the closest city upgrades. So maybe you start with a level 1 city and you get to recruit trainees. Then at level 5 you're recruiting the elites. That's doable, I think. A bonus is that you only get one type of unit buildable at a time, which means the AI has an easier time knowing what to do. Edit: Actually, I'm not sure if a world resource improvement can read the city level like that, you'll have to test
Heavenfall
No need, I'll do it when it goes release. But thanks for offering.
95% is predictable
Yeah, stuff in the tech tree. It's a straightforward fix, but lots of work, which is why I don't do updates for beta patches anymore.
I see in CoreWorldResources.xml the new tag .5 . Am I correct in assuming this spawns 0.5 resource hoards for every player? Is that a 50% chance for each player, or does 2 players guarantee 1 spawn? Does it calculate how many were placed randomly, before placing additional resources using that tag? Or are those additional spawns, not taking into account how many were placed randomly?
I'm not planning on doing an update for 1.19 beta, and by the looks of things it's not compatible. Edit: You should be fine if you play without angels and elves. Those are broken.
Damn, I fixed that but I must have forgot to include it in the zip. I'll upload 8.6 in a minute. Edit: Uploaded 8.6 Fixed an issue with goblin non-capital cities being unable to level past 1 Fixed an issue with a "blank" building being available for everyone Included oddrheia's treaties fix so Angels and Elves can enter treaties gained from technology @oddrheia now you understand why I was hesitant to add another unique tech tree, as we will be doing for the
I've been playing continuous games, and I have to agree with Frogboy. Last year I was more or less able to steamroll Ai on ridiculous, but it has been much improved. It's not perfect, by any means. Why aren't they equipping shields? Why aren't they using mounts? Why are they attacking a city with 400 combat rating worth of units in, with an army that has 80 combat rating?
So... now that we've got 2 unique units per faction in the game, what are your opinions on them? I'm not talking just balance, but also - do they make the game more fun as a whole? I'll list again what I wanted to achieve by adding them. 1) Unique units should represent the flavor of the faction 2) Unique units should supplement, not replace, standard units 3) Unique units should remain useful for the entirety of the game, but not remain strong (this was for type 1 u
I think the cooldown (10+) and the manacost (??) is the most important. I wouldn't mind seeing this spell in the grimoire.
Sup. I'll just leave this here, seems it's the right place.
[quote quoting="post"] To Brad...and his famous dev. tem where is add-on for Elemental...one that we were promised 3 months ago. Obviously you can not keep promise...elemental is big failure in every way. Try something else...but dont make games anymore...no point in that. In another, normal company, would get fired long ago...for the damage done to the company. Enjoy while you can. <br
Haha you can tell the guy is Swedish in the youtube video - every third word is "eeeeh".
There's no way to express that in-game, so I'll just leave them as they are right now.
[quote who="oddrheia" reply="292" id="2875991"] P.S. Angels owned me that game, LOL. Great race![/quote] Even though they have no tactical advantage, and only a tactical weakness (no 12-man groups), the angels are one of the most interesting races to fight against in this mod (in my opinion).
Alright, thanks for the headsup. I'll put it in the next release.
They could have just added a cooldown of 20 turns or so, or make it one cast per battle. I don't see how that would have any more significant balance implications than removing it completely does.
[quote who="natas2" reply="57" id="2875360"] Where can I find one of these 80 hour days?? I could get a lot of stuff done in one of those...[/quote] Sorry, it looks like I tumbled into the wrong dimension.
Uploaded 8.4 Increased strategic movement for sar the returner from 2 to 3 Increased combat speed on chaosbringer from 1 to 2 Chaosbringer leap attacks may now be used regardless of friendly units in the area - friendlies are not affected by the abilities changed living stone workshop from 4 to 1 tile Boon of ressurection for angels now cost 100 materials instead of 100 metal Reduced the effectiveness of the Angel capital city bonus by about 50% Reduced t
[quote who="luketan" reply="160" id="2875542"]I wonder how many fun spells or features have to be killed due to AI issues,,[/quote] Considering the AI can't use any spells right in 1.11 in tactical, I'd say very few. [e digicons]:')[/e]
When you extract the .zip you download, you must extract all the folders. Don't skip the GFX folder, and don't skip the LIBracemod folder. The sub-mods are optional.
It also seems that someone high up really dislikes cooldowns on spells! [e digicons]
I agree with TheProgress. Add a long cooldown, or a much higher mana cost to Blink instead. The reason for removing blink is you can chain it infinitely, jumping from one side of the map to the other and casting spells, while enemy units run after you.
Are you running 1.11 of Elemental? What does your mod folder look like? Describe the folders in it.
I don't think that's fair, Stuie_. I run the ExpandedFactions mod, and I've never told anyone that a lack in the main game should be compensated by their own mod. At least, not outside the mod forum. I, too, would have prefered a real fantasy setting instead of what's in the game right now. What we got was nowhere near enough to replace the rich background and variety a normal fantasy game provides.