Curse this shit. Need thought police.
Heavenfall
Granaries are supposed to be included. Which faction were you playing when it wasn't limited? Right... the NewHiddenResources.xml contains two new resourcetypes that work like prestige. Buildings that boost metal or food require this resource. So you've got World Resources producing this new, hidden resource to their local cities, ex [quote] <br
Uploaded 0.3, which has the fix for the expandedfactions. Also fixed the monuments not working. Removed the new AIdefs for now, there seem to be major complications with that, causing the AI not to build anything remotely dangerous. Added new difficulty levels, extreme II, extreme III, ridiculous II, ridiculous III, Unstoppable. Found after ridiculous in the list.
Fuck that shit. Don't need a thought police.
[quote who="ghostkat" reply="4" id="2866410"]Very Nice! So what is the NewHiddenResources.xml file for?[/quote] For internal mechanic. Do you want to know more? [quote who="Lonemessiah" reply="5" id="2866427"]Can you please clear something up for me about this mod? Do the building changes effect the player as well, or only the AI players?[/quote] Players are affected. I'm uploading 0.3 in a few minutes, I forgot some foo
Yeah, cool. Don't forget to include the resources somewhere, if the player isn't running ACP.
You can place a decal in the mod\gfx folder, but it won't show up in the editor. It will still show up when the tile is used.
Thanks, my middle name is pseudo.
There was a 1.09w, so you almost ran out of letters there. Not all those saw public beta release though.
Speaking as a modder, how is the source tree going to be kept separate from the flavour of the new game? I'm wnodering this because, as a modder, it would be pretty cool if one mod would work for both versions of the game. However, obviously, the mod should not provide the cool stuff to users that they may find in the new game. Hang on, this is difficult to explain. I'll draw a picture. </p
Please make Janusk a variable gender, to the opposite of the player's sovereign gender! If Janusk always spawns, its a great boon to female sovereigns as they can marry him very quickly. If the player plays a male sovereign, Janusk should be female.
Accuracy also levels with unit level.
https://forums.elementalgame.com/400551
[quote who="Nimbyjester" reply="107" id="2866114"]If I recollect correctly you can change what stats get updated by regular units as they level up. If you created your own "level" stat you could increment it by one each level and use that. Would have to be manually increased for Champions though I think. But yeah, could really do with having the actual Level stat exposed.[/quote] That's not possible, at this time.
The problem is armor. It's such a wall of imbalance there's no way around it. For balance, champions need more health and dodge, not more armor.
The Revive Land turns the tile into grassland, giving any units on the tile bonuses/debuffs as if it were inside a kingdom territory. Currently, that's 10% more attack and 10% more defense, if you are a kingdom player, and 10% less attack and 10% less defense if you are an empire player. If you are attacking an enemy army in the territory between borders, it is a great way to give you quite a large boost. Be sure to cast it both on the tile you are attacking from, and the tile you are
oddrheia I'm going to do a full wallset overview when the time comes. If you want to do it, that's great, but don't make it "basic", make it "complete" if you do. (just trying to avoid either of us wasting our time) [quote]The ever-invading pines from the wallset/winter surroundings are already more than enough, hehe.[/quote] Hide your children!
Uploaded 0.2. Various changes (re-read first post)
This is a balance concern regarding the different allegiances (kingdom vs empire). Metal is extremely important mid-game, but this specific concern only applies to late-game. Empire has: Smelters - increases metal output in the city by 25% (one per city) Kingdom has: Smelters - increases metal output in the city by 25% (one per city) Blacksmiths - increases metal output in the city by 50% (one per city) Mining Guild - increases metal output in the city b
Actually, I haven't specifically seen the AI mess that up in 1.11. I'm just going to put it in there as a precaution.
Definitely not a hut (hovel). Angels may be majestic, but they lost everything in the cataclysm just like everyone else. They start from scratch. Looks like a great house.
AItweek is a mod aimed at improving the difficulty of the AI in sandbox games at higher difficulties (extreme/ridiculous). I do not recommend this if you want to play on lower difficulties as it may cause problems with the AI there. Currently modifying: - War Councils / Command posts now require no used population at all (=AI builds squads of units faster and in greater numbers) - Monuments can only be built in amounts equal to the city level (=empire AI doesn
How do you mean, use them? Unlocked spellbooks just have all their spells added to a single list.
Got it now!
Armor is unfortunately a straight minus modifier, or something very near to that. A few points higher armor than attack on attacker will render a unit almost invincible.