[quote]Pariden is bugged that the riff raff are squabbling over what is rightfully theirs Capitar are a bunch of objectivists. Altar wants to unite everyone – except the Empires who they despise Tarth doesn’t like anyone. Gilden are Paladins. Noble and honorable beyond reason. Magnar are evil but make no bones about it.[/quote] To expand on what you have said... Pariden thus are always looking to expand. If there is no room left they will l
DsRaider
Well a prereq for allegiance already exists, for life and death magic, so if the race tag was working you would think it would work in the custom sov creation screen as well.
What is happening is that when I create custom sovereigns no matter what faction I assign them they can still all select spirit magic.
For smoke bomb you should look at the stinking mud spell. It allows you to set particles effects and modifiers to tiles. Then you could have the tiles hit by the smoke bomb stay smokey for several turns and effect anyone who stands in the smoke.
What I find cool for tactical maps is that from looking at the stinking mud spell we seem to be able to apply particle effects to a tactical tile using a spell and have that tile perform a modifier. Map CreateWorldProp</Attribute&
I see Kraxis as not necessarily aggressive but always looking for and quick to exploit weakness. If there are no weaknesses well then they might use underhanded schemes and diplomacy to make some. Since they are both human and empire they will try to buddy up to everyone, so they can gang up or back-stab later. Personally I think isolationists fits the Wraith the best. They feel no need to deal with lesser creatures.You have to be very easy pickings or very strong for them to even rea
huh Race Race_Type_Wraiths doesn't appea
Thanks Heavenfall. So there are no negative or not prereq tags. I guess I will add that to the mod wishlist thread if no one else has.
Alright so I am trying to create racial spellbooks and I am wondering about the prereq tags involved. To make a spell granting trait unique to a race would this tag work? Race_Type Race_Typ
Updated Again: The armors are really coming along, in my opinion anyway. I keep meaning to leave them alone but I'm off school for the week, have no other projects, and can't work on other stuff for this mod until the workshops are released.
I would like to sincerely thank you Frogboy for all these sneak peeks. I appreciate it.
Huh, I could swear they said it would be but I can't find it in any posts. Maybe they removed it...
[quote who="Frogboy" reply="26" id="3086093"]So I am thinking of spells that increase unrest or lower defenses (and of course spells that decrease unrest and increase defenses). If player A controls the map, then player B will eventually get outspent.[/quote] While that sort of magic is a good idea there should be other ways to do it as well. A siege trait for units that gives them a bonus when attacking a city could work. Or a siege ability that allows armies to neutralize a city'
[quote who="Lord Cobol" reply="20" id="3086057"]If the AI has you penned in like that, it ought to have more cities, more research, resources, everything, and the ability to found more cities and accelerate the gap. If it can't finish you off now, it ought to be able to in 100 turns or so, whether by magic or just by storming with an improved army. If it still can't something else is wrong, like its research choices or inability to upgrade its troops. I wouldn't spend
Personally I would try balancing it out first before adding a new mechanic. What about movement? That would have to equalize as well.
Updated: Finished with clothes selection for now. Replaced plate helmet with better looking one. Fixed some issues with female armor and added some unique armor pieces for them. The race works and is complete but I don't feel the need to release them yet because there are still a few graphic glitches and I am waiting for Beta2 so I can start using the tile editor. They just don't feel unique enough yet so I will just screw around with them till Beta2 comes out.
I don't like the hidden base stats. It is confusing and most people probably won't even notice it. It also cuts down on players ability to create custom factions. Rather all the differences between faction stats should be set by faction traits.
When you create a custom race there doesn't appear to be any way to provide custom factions based off that race with a certain building style, spellbook, or other things without editing xml. This appears to happen automatically with the ingame races. I would like to be able to add tags to custom races that determine the spellbook, buildingstyle, wallstyle, and cityhubs of factions based off that race. Having to manually edit each faction based off that race is annoying.
Kiting is hard to deal with in many games because it is so simple. Basically: faster + longer range = win. Not much the AI can do about that. As a human I certainly couldn't think my way out of the problem. Someone who is faster and has longer range would destroy me. Only counter would be magic. You would have to know you are going up against a kiter and to plan ahead. You would have to do the same thing with monsters and just design some monsters that you can't kite. Kiting
Yes you can. Techs are stored in the SP_only folder because techs in WoM depended on whether you were playing MP or SP. There was a bug where you couldn't remove existing techs in WoM, without a rewrite , not sure if it still exists.
Unless it fixes the broken battle AI I probably won't buy it on release.
Seems odd that your going to jump right to beta2 without test running the latest version yet.
Wow very useful thanks!
Some spells are unlocked by research and quests but you still need the correct hero traits to cast them.
It's not exactly a surprise that someone in the community thinks, regardless of the truth, that the solution to every problem is to listen to the community more. What that really means is that you should do what he tells you. There are always one or two of those in real life or on forums.