Gilden usually comes out on top.
DsRaider
[quote]+ New scene for Morrigan the Risen[/quote] Drat and I just put the effort into making one of my own for him.
I have been playing a bunch of games lately to test my mods and one of the big things that stands out is how sometimes the AI gets stuck because it runs out of places to build cities, in a way humans don't. Sometimes they just get stuck behind a barren land and it basically kills them via strangulation. This is because a smart player can use Birth of Summer or even just plan ahead and expand their ZoC to fertilize land. For obvious reasons these approaches are way to complicated for the A
I don't feel like repeating myself so I will just post a link. https://forums.elementalgame.com/439240/
Your capital gets a 10% gold bonus for every caravan. Economic treaties are basically vestigial and exist solely so you can attack or spy on other players.
FH is really not a complicated game. There are a few things that aren't spelled out like how champions split xp but other then that it's fairly simple.
[quote who="Apheirox" reply="31" id="3441099"]The problem with that is it still doesn't make them playable on large maps. The Dead's problem is they currently [barely] work only when placed in close proximity to other factions where they can start warring immediately. If you want to introduce a concept like souls they'd at least have to also gain souls from [some] monsters kills. I agree that it would be a shame to have them become similar to the other factions; my solution was si
1.Roleplaying and Lore building. 2. Modding. 3. City management, especially specialization. 4. Tactical Combat.
Updated to v0b. Added Additional Traits and Races as well as support for the Dead. Some AI tweaks and bug fixes as well.
Welcome! It's always nice when new people join a community.
[quote who="Frogboy" reply="28" id="3441103"]One upcoming change is that minster lairs are getting their own Zoc. You will need to take them out before you can build near them.[/quote] [e digicons]:rofl:[/e] Lol. I remember this being requested in the FE beta if not before. I had long given up hope of it happening. Thanks Stardock!
Map CreateQuestNearTile 1
I would rather not see the Undead become more like other factions and get a spell like corruption or scrying pools. The entire point of them is that they are supposed to be fueled by kills and those fixes would change that. Instead I would rather see a system where the undead get a resource like Souls or something from kills instead of directly getting population and then they would use Souls to build special growth improvements or spells. That way they they are still powered by kills but the
I think the only way you can give factions unique quests is through giving them items that create quests. No you can't be immune to death magic as it is not a damage type. You can be immune to fire because all fire spells do fire damage but death spells do many different things.
Thanks Nightmuderer03, I will look into all that stuff. Meanwhile have a pic of the new Undead Faction Screen.
The Undead traits I came up with are as follows... Hollow: + 5 Dodge, + 10 Ranged Dodge. Not original I know. Plague Carrier: Attacking or being attacked by this unit poisons you for 1-2 damage every turn. Dark Link: Restores 1/3 of health for 15 mana. I have also thrown in a small growth of 1-2 on the undead pop buildings so they don't stall. I also removed Undying Curse as a trainable trait and added the ability to build graveyards on grain
Below is a link to a page describing a scenario I started back before LH even came out. Every once and while I have put a bit more work into it and the example I have thre is very out of date. I'm just finishing up my second map of the scenario but getting the AI to act smart is annoying... Anyway this is way on my back burner and might never see the light of day. https://forums.elementalgame.com/440136/
Here is a little preview of the unique Dead monster, the Bone Golem. It can harvest the bones of other units granting it 30 health on kills and the ability to consume allies for 30 health. Now I need to come up with some traits for the Dead.
The first beta, v0a, is out. I would really appreciate any feedback on bugs or balance people can give me. I am looking for everything from this monster is to tough, this trait doesn't work, to this team builds too many archers to be a threat. Thanks for the interest Abob101. [e digicons]^_^[/e]
This mod is a compilation of some of my other work plus some unique stuff. It started off with me throwing around a bunch of ideas for unique racial traits to make the units every faction can design much more unique. After working on my AI mod and sorting through all the default units anyway I ended up just making a version of that mod where I added in a bunch of the new traits to the custom u
The next Elemental game sounds fun. Overall I found LH to be a good game but not a excellent one. It's strengths were: -A solid city building system with excellent city specialization. -Lots of interesting lore and monsters. -Solid tactical combat. -Lots of well differentiated champions and items. -Lots of stuff to do with champions early game. It's weaknesses were: -Basica
Sounds good. I have never been a fan of designing units. All it did was make every unit and race kinda the same. It was also very hard to balance as players could abuse so many different things and create super units with no weaknesses. I'm wondering if this new game will have multi... Will the new game be based on the old, ie share art and some code?
[quote]newly reviving Russian Empire[/quote] [e digicons]:rofl:[/e] Russia has merely experienced a period of growth brought on by higher resource and gas prices, mainly because of a rising China. Their attempt to create a Ex Soviet Economic Sphere is a response to their fear of becoming a Chinese satellite state that exists merely to supply them with raw materials. Russia is not in anyway shape or form creating an empire. Russia likes to claim it is a great power but it is being ecl
To remove the unit designs just remove the AIMisc+ and AiMagnar+ files from the mod. I don't think you need to do this however as the designs I have added mostly overwrite really bad existing ones or fill obvious gaps. The main point of this is to force the AI to build tougher units so it's stacks are tougher and not so easy to steam roll. Thus the units they will build will tend to have more traits and upgradeable armor. Also it gives them access to some much better archers and mages
When you summon a creature in tactical they now apparently disappear when their caster dies. I'm pretty sure this didn't happen before and it seems really odd. Is this working as intended because if so I don't like it. Makes summons much weaker, and limits some modding stuff.