[quote who="Ericridge" reply="19" id="3450894"]Attrition warfare won't work Eunomiac, I will just raze the cities to the ground. And thus there is no butthurt rebels in caves trying to fight back. Only reason guerrilla warfare works today is because countries don't' want the bad rap that comes with genocide.[/quote] You assume genocide is easy. But even in our savage past, when countries didn't have to worry about the political ramifications of murdering
Eunomiac
[quote who="GFireflyE" reply="15" id="3450845"]Or a %chance late game event where a section of your empire breaks off and becomes a new faction... [/quote] I agree, and this is a good example for me to demonstrate what I mean by effects that start small, but snowball. One way to implement this would be to simply introduce a chance that a large chunk of your empire might spontaneously defect, and make this chance grow with empire size. I don't necessarily think t
I think looking to the real world can be instructive. We've had the equivalent of "predictable end-game" situations in our own history (e.g. Ancient Rome), and yet they never really played out as predictably as they do in 4X games. I think that 4X games could work in mechanics that are informed by answers to questions like, "what caused Rome's downfall?" and "how was the Viet Cong so successful in resisting superior American firepower?" Empire Instab
Whenever I play a 4X game, whether it be GalCiv or Civ 5 or Fallen Enchantress, there inevitably comes a point where I feel that the game is over, long before I've actually achieved victory: I sit firmly atop the scoreboard, controlling far more of the map than any of my competitors, all of whom lag behind me in tech---and are fighting amongst themselves, further cementing my run-away. The result is a long slog, a mop-up, which is a terribly anti-climactic way for a game to co
Works PERFECTLY! Even better than I'd hoped---the tag for the Goodie Hut lasts a turn or so, which is just enough time to create a nifty temporary effect to represent the shard waffling between light and shadow before "choosing" when the Goodie Hut auto-pops. As promised, you are my !!!HERO OF THE WEEK!!! </
[quote who="Primal_Savage" reply="1" id="3450215"] Hi Eunomiac. Welcome to the Modding forum![/quote] Thank you! I just discovered this forum today, after wandering around the FE Modding forum and wondering why it was so quiet in there ;) Your solution works far better than anything I've tried, but it introduces a new hiccup: The goodie hut it places needs to be walked over before it becomes the Death/Fire shard. Is there any way to make a Good
I'm trying to create a Strategic spell that (1) randomly transforms a friendly shard into either a Fire Shard or a Death Shard AND (2) cannot be used more than once on the same shard. I've gotten (1) to work as an independent spell, by using to choose between two separate tags. I've gotten (2) to work as an independent spell, thanks to Heavenfall's really clever solution, bless his heart: Make the
Wow, worked like a charm --- ability only shows up when the staff is equipped, and disappears from the spellbook when the staff isn't. Excellent! Thanks all (and HF, whose XML I've added to my "Resources/Are You A Wizard" folder, and will be pouring over for nifty tricks whenever I hit a wall).
Hrm. It's looking promising; I added a new terrain type which does block the spell, and works on the tile below the targeted shard. But I've run into a new problem: The that I'm using to randomly select between Death and Fire is also taking the PlaceTerrain gamemodifier as an option, meaning the spell chooses between one of the three options, instead of always changing the terrain + choosing randomly between the two shard transf
Ooooh I like that: both clever and effective. Thanks! (Also, just realized I've been posting all these questions in the FE Modding forum, and not the LH forum. No wonder it's so quiet in here ;) )
Oh I got that far, thanks :) My question was: So, is there any way that I could restrict the target to Water/Earth/Life/Air shards only? I hoped to do this by adding a new(i.e. "NotFireOrDeathShard"), but I can't find any xml that would let me add custom target types. Alternatively, is there a way to check to see what the shard is when the spell is cast, and only change it if it isn't a Death/Fire shard? If no, are there any other clever ideas out there on how I
I'm trying to build a spell based on Ceresa's Corruption, except instead of changing any friendly shard to a Death Shard, it randomly changes the shard into a Death or a Fire Shard. However, I don't want a player to be able to circumvent the randomness by simply casting the spell again until they get the shard they want, so Corruption's " RegularShard " is too broad. So, is there any way that I could
Alas, I tried both of your suggestions, and neither worked. I also re-templated the spell off of Hydromancy, which gave me a few lines to add (e.g. " Spell "), but nothing worked. If I add " Spell_ExNihilo " directly to the Sovereign, it works perfectly---spell appears in the spellbook and everything. But trying to make an equipped weapon add the ability doesn't seem to work.
I'm trying to create a staff that, for as long as it remains equipped, gives the sovereign/champion access to the Corruption spell (turn a shard into a Death shard). I've had no problem getting combat spells to work, but no matter what I try, I can't get Corruption to show up outside of tactical combat. (I did manage to have it appear within combat, but that's not entirely useful.) Here's the staff: [code="xml"] <GameItemType