The Vault is just a webpage full of images and music and other little things from the game. There is nothing groundbreaking in it. From what I understand its simply intended to be a extra plus for their forum pre-orderers. For marketing reasons they haven't released to much info on the next game but they will eventually.
DsRaider
[quote who="Soronarr" reply="687" id="3473162"]Is it possible to make an armor that has different appearance based on gender?[/quote] Most armors already do this. Armor appearance is based on UnitModelType and males and females have different modeltypes, ex TarthanMale . ArtGameItem.xml is where this is set.
Oops double post.
[Quote] god-given [ gäd ′ giv′ən ] adjective The definition of god given refers to something, usually a talent or ability, that is either innate (not learned) or that is so extraordinary that it could only have come from a higher power.
Yep that's a good example. I have added a ton of units like that to every race. It was a lot of work, especially since I had to do it again for B&M. I have been experimenting with a bunch of stuff to make the AI better. Trying to get them to specialize cities more by playing with the priority of improvements and trying to get them to develop more by having them build less units. The next release should make a big difference especially with 1.7 coming out. I can't wait for
[quote who="starkers" reply="11" id="3472875"]What annoys, and scares me about new technology are the people who will use it for undesirable reasons... eg, using 3D printers to make guns and/or other weapons to inflict harm or death on others. If it were up to me, I'd have some software mechanism in ALL 3D printers that prevented users making guns, knives and other offensive weapons that kill and maim.[/quote] Your right and this is why all 3d printers should have massi
In B&M on top of small growth bonuses 1/1.5/2 added to the grave improvements I am playing round with two spells. Death Plague which kills 1/8 of the population in a city for 50 mana and grants you one Soul resource, and Grave Theft which boosts the population in a city by 20 for 1 Soul. These two spells give the Undead a unique way to gain population that fits their theme of harvesting corpses. Also I added an improvement called the
[quote who="Lord Reliant" reply="179" id="3472791"] Going back to my suggestion regarding a cap on cities you can manage, there's nothing to say it needs to be controlled exclusively via technology. I could easily see quests increasing the cap you can manage. I could also see where each champion you field increases that cap by one, etc. I think the goal with unrest is to prevent city spam. It isn't a perfect system, as ParrottMath points out the implications. I do like
I like the current system the best. I never really have a problem with high unrest. I just don't go out and conquer a dozen cities in a row. I take 2-3 and then build up my infrastructure to support them. Prisons and Oyx Thrones keep my global unrest down, and putting governors in new acquisitions allows me to develop them while their conquest penalty drops. Then I just move on to the next 2-3 cities. I think its a great system. If you can conquer dozens of cities in one go the game is pr
[quote who="Frogboy" reply="147" id="3472224"]No. It wasn't in my list. Unless it was in that list above, I didn't work on it. Sorry.[/quote] K thanks for answering.
Frogboy did you get strategic IsWorthy tags working? Also I'm just curious did you make any changes to how the AI specializes cities and where they build troops?
[quote who="GFireflyE" reply="3" id="3471703"]Instead have 3/X random selections each level up. Yes, this means that you're conclave may not get that Oracle we all love so much. Going to have to pick something else...[/quote] This is my plan. I believe that this was once how it worked in FE but it was later changed. I used to always get Oracle however lately I have leaned towards just getting a lot of research in some conclaves and thus get the Scroll Scribe in
After reading the recent What do you like LEAST about Fallen Enchantress: Legendary Heroes? thread a lot of people had problems with city development and specialization. One of the easiest way to add some hard choices and make cities more unique would be to add more city level improvements, enough to randomize the selection for every city level and thus present you with more options and make every city unique at the same time. Below is a list of all the already existing city level improvement
This version is not compatible with CotS. The next might e and will certainly be more compatible anyway as I am adding in support for background stats but both mods are just so big that they are hard to fit together.
Yes this will work for 1.6. Using this or B&M is up to you, it depends on what you want.
It seems he spent most of it on the new spell target type. I hope he got it working and still has time to finish off the list.
I think the city system in LH is the best in the genre. It beats Civ hands down especially when it comes to specialization. I don't think it needs any big changes. I already use and upgrade every type of city very differently. I never build units outside fortresses, get basically all my research from conclaves, and specialize towns towards gold and food. A lack of build time forces me to only build the improvements I need in every city. The main problem is the AI does not do this. Of cour
[quote who="abob101" reply="26" id="3468209"]Even something like Corruption is not a big stretch, just an extra option or two in the ValueCalcWrapper for the AIPriority. For Corruption it might be something that equates roughly to "If NumDeathShards I just finished some testing, was trying to get the AI to use City Enchantments smarter. Unfortunately it seems strategic spells ignore ValueCalcW
[quote who="abob101" reply="203" id="3470349"]That's about it I think. Having said that... if/when I ever get around to releasing the new D&W.. it will probably break compatibility because i've got a lot of new race types and stuff coming. But when that happens i'll be keen to take a look at what I can do to get the mods working together somehow... because as I mentioned I'd like to apply your AI changes to what i'm doing in any case... looks like you've
[quote who="Nerhesi" reply="35" id="3470158"]Explode: Cause target friendly unit to explode doing some sort of Area damage to all units around it?[/quote] I like how this is a question. Glacial Pillar: Creates a ice mound prop on an empty tile for 3 turns. That tile is impassable and the tiles around it slow enemies and deal cold damage to enemies on them. Updraft: Target enemy unit is teleported to a random tile and takes caster's level in physical damage.
Hey abob101 I have been working on making this and Blood&Mana compatible. I have added in the UnitStat_BG files and it seems to work so I'm just wondering if their is anything in particular I should look out for.
So I was trying to update some of my mods to use this. Except looking at the CoreSpells.xml file in the Replacement folder it only contains summons. Shouldn't this replace the existing CoreSpells.xml and contain all spells?
[quote who="Primal_Savage" reply="88" id="3469731"]Does that also fixes other upgrade lines? Altar-Shrine-Temple Quarry-Mine-Trove Mine-Smelter-Foundry-IronWorks AI will only build the bolded ones unless the resource/shard is within city walls.[/quote] This would explain a lot. I was wondering about this.
[quote who="GFireflyE" reply="87" id="3469730"]A very good point. The AI doesn't prioritize unrest structures very high...[/quote] You can fix that through modding and several mods do. I'm much more concerned about where the AI builds its troops. I see it build them in recently settled villages. They build much quicker and are much tougher when built from fortresses. The AI should be building pretty much all its troops from fortresses. I really hope this gets fixed or we at le
Just wow Frogboy. 1.7 seems like its going to be a whole new game. [e digicons]:')[/e]