Kinda disappointed in this DLC. You basically see everything cool in the screenshots and previews. Only Renge, Asha, and Magesta seem unique. Other then that everything else could be created in the sovereign creator, with only the slightest modding by adding an all ready existing item or ability not normally available. I don't even think it has to do with effort or time spent on the DLC I have come to the conclusion that Stardock isn't very good at differentiating factions and
DsRaider
Ya most people aren't aware of how close to science fiction we are getting. So much ridiculous stuff is being worked on in labs right now that will hit mainstream in a decade. Real thought controlled prosthetic arms and eyes are my favorite, although all the recent advances in robotics including the google robotic competition comes close. SpaceX and their reusable rocket also deserves a mention, soon we might start mining asteroids.
I wouldn't use too many mods with this one. I can only recommend mods like BlackMarket Bazaar that simply add content otherwise they might clash. Also now that 1.6 is out I need to get around to updating this.
It seems lot of players are using this thread to air long held grievances. [e digicons]:grin:[/e] Here are some of mine: Balance: Trained troops are not balanced with magic or monsters. They scale so much monsters are a joke after boar spears. Some of them have one hit kill spells or super high damage but that just leads to everything becoming a glass cannon late game. Trained troops just scale with larger group sizes and better equipment while monsters and
Thanks for the feedback Davrovana. I have tweaked a lot of stuff but the two main improvements in this mod are: -Additional unit designs and greater AI emphasis on building more expensive units. As you noticed you can really see how they build tougher units. -Higher AI priority on reducing build times and building construction improvements. If you compare vanilla and this mod you will see that AI cities have many more improvements and upgrades with this mod. T
Oh it just goes in the \My Games\LegendaryHeroes\Tiles folder.
Why do you even want 1.6? It's not a big patch with anything too exciting in it.
[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. There's no deterrence whatsoever in video games other than making some goody goody two shoes frown at you. [/quote] Not true at all. Razing
[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] That's a little artificial. I think something more organic that ties in with the rest of the game mechanics would be much better. For instance in LH you could use the existing unrest mechanic, and have it so cities with high unrest would revolt. You would also want to add in some more ways to increase your opponents unrest throu
Ya there are several mechanics you can use to remove end game predictability. You just have to make it so controlling more of the map comes with additional challenges as well as resources. I think LH is actually pretty bad at this. -Unrest scaling with the number of cities you control is the one in the game right now. It's a little too easy to deal with because of prisons and other improvements but it's there. -As others have said good diplomacy where the AIs realize
Thanks for the comments NaytchSG. I really appreciate feedback and I'm glad you're enjoying my mod.
lol Whoops. I forgot to add the new tiles to the upload. Fixed now. [quote who="GFireflyE" reply="45" id="3449540"]- How are the archery towers destroyed? Can any unit target the tower base? Will you specifically require seige units to destroy these types of structures?[/quote] You target the unit in the tower like any other. Anything can kill them but their high defense and range will make it hard.
Released the first version and switched the thread name. I tried making a catapult tower and got it working but the catapult moves around everywhere when it fires so I probably won't include it.
Burning pitch sounds really cool but I'm worried about the balance. They are already much tougher then city archers and it would be possible to get 3 or 4 of these in a city. They are supposed to help city defenders, not be murder machines. I was thinking of throwing in some variations though and mixing up the town types. Conclaves could get a single mage/flame tower, towns more militia, and for forts I will see if I can put a catapult on a tower.
I have towers use the best bow available. You can do that but you can't have them choose the best size. They are whatever size you set them to be, which sucks because they don't scale. A group of 3 militia is a waste of space late game. On top of better bows towers also have a significant defense bonus and small bonuses to several other stats. A group of 3 guys in a tower makes much more sense then having groups of 3 archers defending cities.
Alright thanks Primal_Savage. I got it working the way I want it! What do you think I should do with this mod? Obviously this is going to go into a mod that changes up City Defenders. I want to make sieges distinct from normal combat. I'm thinking of removing city archers and replacing them with towers. Also I would reduce the number of city militia but do something like Parrotmath's mod where they can upgrade to leather armor. To make it more interesting I could make
Updated to v1a. -Some new units and fixes a bug that was blocking a lot of old ones. -Tweaked AI priorities and diplomatic penalties to encourage more war.
Well I tried placing a single tile stamp under the unit but it didn't seem to work for me. I can't think of any other way to stop other units from walking through the tower after it as been killed. I guess I will have to just live with it even if it looks stupid every once and awhile.
[quote who="GFireflyE" reply="100" id="3448058"]Imo, Naval units will overcomplicate the game world. Only way I see this working is if many changes are made to the game:[/quote] A minimalist approach to sea travel would not require to much work or over complicate the game. It would however still add a lot to the game and really open maps up so it is much harder to get cornered. The only major programming necessary would the system to actually enter water. The easiest way would probabl
Tried changing the terrain under the tower to prevent units from moving onto it but it didn't change. I then tried casting firestorm and again it didn't change the terrain under the spell. Is anyone else seeing it work or is it broken?
[quote who="parrottmath" reply="22" id="3448019"]Are you setting up the watch tower to be immune to melee damage?[/quote] No probably just a bonus to defense, ranged dodge, and a attack bonus to help counter the fact that they will probably stay a group of 3. Hmmm I thought we could change terrain types but I don't see any examples in the xml.
Thanks Abob101. Check out the results so far. I'm working on trying to prevent units from walking on the tile when the archers have been killed now. I might be able to do this by changing the terrain type underneath.
[quote who="parrottmath" reply="17" id="3447445"]I was thinking of using the UnitStat_ReflectDamage but target the caster instead. Not sure if that would work given the hard-coded nature of things. I've no clue if this would work (probably won't). But I do like the idea of casting something upon that units death, or near death.[/quote] Unfortunately adding doesn't work on ReflectDamage, so I couldn't get that to work either. Ya you could do a lot
I use a bit of everything to get rid of old unit designs. Mostly I overwrite them and add a new prereq. If your interested in this mod check out Blood & Mana which includes more AI tweaks I haven't got around to adding to this mod. It also features many more units that use the unique racial traits from B&M.
Not sure if this is the case if the spell is placed normally but when created through autocast Worldprops seem to always be permanent. The Duration and DurationOnTile appear to do nothing. [quote who="parrottmath" reply="15" id="3447408"]I suppose you could give the unit a resistance of 90% and then add the 90% damage to your unit model. Hence, you get a spell that will most likely cause the killing blow in most of the cases. So, if a unit does 10 points of damage, 1 point is gotten t