Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,867 Replies 34,020 Reputation

Reuqest: Currently, there are two modifiers to summon units using spells. UnitJoinArmy and SummonUnit. What I'd like for these is an added functionality that would allow us to define what groupingtype these summoned units would have. For example, it should be possible to summon a unit that consists of the groupingtype "raid", giving the unit 12 members. Right now, we can only summon units that consist of a single member.

127 Replies 53,803 Views

I've found a way around it, and I'm going to go for it. It's not a perfect solution, but it has some good parts. I'm going to do the unique units as spells. They'll cost gold and a special token. The player gains a certain amount of the tokens once his capital city hits level 4, and after that will have a (very) small production of these tokens (it works like gold, not food). Only the sovereign can summon these units to his own army, they require no upkeep, and they have an X turn coo

457 Replies 638,009 Views

They've said that their goal is to provide such a level of customization through modding that it should be possible to create a whole new game. We're just not there yet. Right now, I would say that it's difficult to create something that isn't already in the game in some form or another. And impossible to make the AI use things in a smart way. But as for "how big can I dream"? That's supposed to be big.

2 Replies 3,844 Views

Hey cephalo, that sounds awesome. By the way, we found a really bad flaw with the goodiehut->defended resource thing, so I think that's a bad way to go if it can be avoided. But I think you can actually place monsters and resources anyway, so maybe that workaround never made any sense to you. [e digicons]:D[/e] I was still stuck in post-map additions mindset. I'm not sure how the "don't place objects" tag works, but if I'm correct it stops the game from placing m

241 Replies 756,918 Views

I've also considered doing a similar mod for rings and armor pieces and whatnot. The primary problems here are: 1) How do I make the AI use it? Armor is used when it has the highest armor value of anything the champion has. I'm EXTREMELY reluctant to give the player access to even higher armor pieces, as it is already possible to build indestructible heroes using just the basic armors/rings available. So the obvious solution here is - give the armor the same armor value but ad

263 Replies 571,927 Views

Hey impinc, I think since the artifact mod isn't really in active development (ie - updates are weeks apart) I think there's not much point in keeping it as a separate mod. So if you're ready, I'd like to move it over into this mod. I'm not sure how you want to handle the different versions though; there's one without kenata's updated weapon abilities, and one with. They have about the same amount of downloads. I guess theoretically you only need to include the UW version, since the a

263 Replies 571,927 Views

Thanks for the support StevenAus. In reality there are two mods I'm interested in doing right now. The first one is the unique units for the expandedfactions. The second one is the tiered mount system as part of the ExpandedMounts mod. In both cases the AI is the real problem (but not the only obstacle) - it doesn't know how to use custom pre-designed units, or any kind of mount. The AI has alwas been one of the most lacking parts of the game, so it is extra frustrating to see things

127 Replies 53,803 Views

I was hoping to release the first set of unique units today, but a "last-minute" bug permanentally prevented the AI from building the units. Basically, the AI will only build a singular unit from diplomacy tiles - for example, if a city had both a darkling and an umberdroth resource linked to the city, they would only ever build one type. As this was the only way to get the AI to even build these unique units in the first place, sometimes these cities would get a diplomacy tile spawn nearby a

457 Replies 638,009 Views

I'd like for some way to make the AI build pre-designed units. I've tried every way I can think of to add a way for the AI to train pre-designed units, but every way I've tried has failed. Basically, the functionality should be something like diplomacy units, but using tech instead. This is how a diplomacy unit currently works: A diplomacy unit works like this: you get the tech, it spawns a world resource, you build on it, the closest city can now build those un

127 Replies 53,803 Views

I haven't been able to make the AI consistently build unique units, so the next update to expandedfactions will be delayed for a few days. Either I've succeeded at that point, or I'll release without that sub-mod.

334 Replies 617,167 Views

AI starts game. AI builds city. AI builds peon. Game over - never enough resources to build a farm. Any variations of the above are possible. The AI doesn't prioritize building a workshop as early as possible. It is up to chance if the sovereign will find materials in goodiehuts or not (large chance they won't). With no materials production, the game is over.

7 Replies 2,406 Views

I want to see it! I can only include the basic fence in today's update. The picket/advanced will cause issues since the other factions don't have them yet.

334 Replies 617,167 Views

I'm patient. I wish I could enjoy the game, but as long as the AI remains in such a sub-par state it is not possible. I wish Frogboy would dedicate like a month to developing the AI at this point. Then I think it would be up to the task of playing against a human player and pose a challenge. A month being the timespan vs progress he made in about a week over the holidays when he dedicated his time to that (aka 1.1 vs 1.11).

20 Replies 14,619 Views

Well, what we've seen so far is that requests have been implemented when they coincide with what they were going to do with the main game anyway. I think it is likely that is how things will continue to develop. Singular requests will simply be "denied", and instead the modding support will consist of making sure that new additions aren't hardcoded but open to XML tweaking. The thing is, that method has its strengths and weaknesses like any other method. Personally I think they're mis

127 Replies 197,629 Views

The UnitModelType is inherited from the original unittype, referenced in the racetype. See the advanced section on unittypes, heading " Randomized clothes, heads, hairstyles and skins"

45 Replies 37,608 Views