6.11 updated to 1.09v standard re-balanced gnork
Heavenfall
Thanks for doing this mod impinc, lots of extra fun stuff in here.
In what sense is it working? I can't get any stat to change according to the milestones.
The channelers in elemental are specifically immortal to the dangers of aging. So what if you're 100 years old? You still look 25.
The AI needs improvement in the areas of 1) selecting gear and 2) training veteran or higher units with larger size than 1 per unit Right now, no matter the difficulty, the AI is toothless in the end-game. I guess most of this is because the Ai isn't good at finding metal. It is very possible for AI to sit on 130k gildar, 50k materials and 0 metal (because it used it all). Meanwhile, I can save up my metal and build strong units the enemy has no chance a
Kingdom require technology to build on Ventri mines; Empire requires no technology. This is twice as strange if you take into consideration that both factions need technology to build normal iron ore mines as well.
I found some items that were a bit strong for level 1 weapons. A chest armor with 9 or 10 defense, and a one-handed sword with 15 or 16 attack.
http://www.mediafire.com/?9cqc35gw2sgi19k here is one that occured just after I ented a tactical battle
I entered combat against a monster with a trained unit from a city. I gained an item called Band of Fortitude (listed as "Ring" in the loot section). http://img528.imageshack.us/img528/7807/elemental1292171140.jpg The unit cannot equip the item. The unit cannot sell the item. The unit cannot trade the item.
Just keep it in its own folder, although you can move it around if you want to.
I think you're putting yourself in a hard situation, Frogboy. You can't add to the AI in 1.1, and yet improvements to the AI is what is most needed to make 1.1 a fun gaming experience. If you can't update the AI until 1.1 is done, then by all means, release the patch and work on the AI as soon as possible!
The kingdom building Great Mill has an odd construction cycle. Instead of costing materials when it's produced, it consumes a set of materials once it has been built (only once). Since it is the only real cost of the building (costs no gildar), I assume it's a bug. The problem is in the XML [quote] Resource
Global stat modifiers in CoreUnitStats.xml
Uploaded 6.10, updated to 1.09u standard
I love it. They're rare, but awesome (not unbalanced). Also, you trolled me pretty badly when I got a piece of armor that looked great, and then I read the text ;)
Edit: Ignore.
Better post a save file as well, I've gotten past that.
I think extra combat speed is a bad, bad idea. The strength of the weapon is the important factor, and if you add combatspeed the potential damage multiplies. In my opinion, you should balance them like you would a two-handed sword or a two-handed hammer. The total benefit should be the same at the same tech level. With that said, obviously, I'm not saying they should be identical, just have more or less the same benefit. You must also consider how the AI will use these weapon
In one of the beta patch notes it was said that the land update would only occur once per year (4 seasons), instead of every season.
Uploaded 6.09 fixed issue with elven shrines not upgrading to greater shrines fixed issue with elven war colleges being unbuildable fixed issue with elven starting city not being capital city fixed issue with elven capital city bonus not being applied correctly - also increased from 1->2 to 2->3 fixed issue with elven armor not being available for non-elves when playing elves (nothing for champions) fixed issue with elven houses not upgrading properly to
I've crashed every beta every 100 turns up until 1.09t, now I can play over 300 turns without crashing (after that I exited on my own).
As far as I know, you can't have tags used in anything except spells.
I am unable to cast Nature's Bounty on a city that produces food, and yet has a negative food rating due to housing in the city.
There is a health bonus to units stationed in cities and this appears to not have been kept up-to-date between the factions. Kingdom cities give stationed units a low hitpoint bonus that is static (level 5 city gives +20 hitpoints). On the other hand, empire cities give a variable bonus to hitpoints (+200% at level 5).
I think it is not happening. There is some XML evidence that they have planned such a function, but it appears to be not yet finished or activated.