Actually, what you ask for is completely possible via the realm of modding. In fact, I've been working on this very issue... Because of how Outpost Builds are handled in the code, it's pretty easy actually to make a pioneer-style unit that only builds outposts, for whatever population/build time/etc. that seems appropriate to the modder at the time. The other thing you can do in the meantime is get the special Sov/Race ability that allows you to build Arcane Mono
tjashen
We used to have more resources in E:WOM, btw. As Heavenfall and others pointed out, they reduced the number of resources to streamline things a bit. As I remember, city buildings used to have wood, stone and other requirements, but it's been a while since I last looked at that.
Still spoilers! Well, good news! (For me anyways). In my most recent game, I decided to play things through for a bit instead of just bailing once something I was trying to tweak didn't work. Anyways, Procipinee was walking past my Sov stack, and I saw a light gray wolf in her group. Clicked on her stack, and sure enough, Sirius was in the group! There are three ways that could have happened. Either the game assigned the Token_S
I pondered the 'bump troop count' thing BTW, but didn't see an easy way to do this. This is probably one of those 'try different iterations of troop count in a tag and see if one of them takes' situation. Had a thought, thanks to the Butchermen... Butchermen have the Undying Curse ability, which increases their group size every time they score a kill: &nb
I usually end up with a mix in the later stages in the game, to form more stacks of doom. In the early game however, All-hero or almost all-hero stacks can be great for blitzing. Especially if you can keep the stack move up (mounts, etc.). If you are trying to knock off an AI player early, and if the goodie hut gods were kind to you, such stacks are great at taking out cities. In the later game, when defenses are stronger, and unit sizes are bigger, this isn't
Actually... Stardock's other game (Galactic Civilizations) DOES allow you to set a planetary 'orbital insertion' point, so that when you select a ship, it goes to a specific square. So the code exists somewhere... this gets complicated with the way cities snake out when they grow though, but it could always just 'unset' the exit square if the city takes over the square in question. While I do use the 'select unit and then select square' thing a lot, o
On the counterattack thing, sure it may not be as strong, but I've regularly seen units 'eliminate' themselves by attacking sword/dagger units. A kill is a kill... Plus, in mono a mono situations, which can be arranged via manuevering, you can limit an opponent's attacking options, thus increasing the chance he WILL have to attack your sword/dagger unit. Plus, since you probably squeezed in the first attack, he probably is damaged already, making a countera
One thing to keep in mind with Swords/Daggers is that the counterattack is essentially a free second attack. Sure, you need to survive the attack, but this means you get two attacks in for every one the clubber is throwing at you. Top that off with the initiative difference (+3 versus -4), and this means just shy of 50% more attacks (Initiative 16 versus 23), which magnifies the number of total attacks/counterattacks even further. Of course, you don't see Daggers befor
Hey again GFireflyE! Reading through several posts via a forum search, the AI quest thingie isn't looking good at the moment. Supposedly a kingdom/empire's population level could be used to trigger event-related quests for AI players, but I just came across a note from Heavenfall noting that this not working under LH. Dunno if that was fixed since that post... Of course, if you look at quest balance from the perspective that a player may lose some units to
Hey Derek! On this note (the quest thing), I have a suggestion. One of the issues with quests is that they can skew game balance a bit, even the vanilla ones. A good example of this would be snagging the Panca Archers and Brothers Sparus early in the game, which gives you two extra units. If the AI doesn't see similar rewards, well that puts them behind the curve, so to speak. Also, from what I've read in my quick forum search, unless this was final
I just used the Stardock Forum Spoilers tag at the top (note the sunglass smiley at the top of the quick reply window). No idea how well it works. It didn't change anything for me, but then I figured it had something to do with my reading my own post. Tuatha can change out weapons, though, and there are some real doozies in the later game... I know, I've handed them off to him and have seen the results. That Scythe Of The Void thingie, XP penalty aside, is ju
(snip) still testing...
Assuming that I accept your premise here, would make more sense if you think of the tag as actually saying . In this context, a '0' means no, you don't get to use it once per battle, so it goes away. So setting it to 1 would mean 'yes, you get to use this item once every battle'. But Bread does not have this value at all... This could mean that the 'default' is 1 on this value, for
Except that Bread has both the tag and the tag, but doesn't disappear when used, other than from the tactical display. Consumable might not be the right word in this case. Potion_IroneerAle also has the tag, but the tag is set to 0. Neither Bread nor Ironeer Ale have the tag. So what's the difference between these two?
Hey GFirelfy! SPOILERS!!! (Well, kinda) [spoiler] The Blood abilities are supposed to offset the limited weapon and armor choices, so that the ability owner can stay relevant into the mid and late game. Definitely keep me posted how things look in a few levels. I can certainly dial things down at the beginning fairly easily, to offset later game level bonuses. I tried to do this already with attack strength
Thanks Parrotmath!
Hey GFirefly! Glad you had fun! SPOILERS!!! [spoiler] To your points: Darrell Darrell is a 'unique' design. Essentially, he is a single-member unit, and not a Champion. This was deliberate, as I didn't want two Champions to be
I've reworked the textures on the reward a bit, to add to it's uniqueness. The new textures will be included in the next release. In the meantime, this quest should still work fine, so looking for feedback.
TempleDan, That's an interesting observation. I'll have to try to trade Procipinee's Crown the next time I get the chance, to see if the Enchantment Cost 0 ability remains in play. If so, this is probably something that needs to get fixed on the back end. Ereog's Token comes into play during tactical combat, as do the special bracers. So I'm guessing that it's ability will move with the item. That being said, I'll check it as
OK, so riddle me this? Sure, Healing Nectar (which is a single use item) has 1 . But Potion_Growth (which is also a single use item last I checked) has 0 . Same for Potion_Healing, Potion_HealingStrong, Potion_FireResistance, Potion_Prismatic, Potion_QuendarWine, and Potion_Restoration. Potion_DarkConcoction, Potion_IroneerAle, Potio
Hey again GFirelfyE! Apologies for the 'wall of text'. My fingers have the gift of gab I think. While there is a way to randomize gamemodifiers in abilities (note the Chaos spell, I think that's the one), I don't think the current quest framework supports 'random' options. I'll study this a bit, and see if a parallel can be worked out, but I'm not optimistic. Still worth a shot, though! One might be able to have a
OK, quick followup: Using the code detailed in the post above, and placing it into a .xml file in the mods folder did NOT work. Procipinee simply disappeared entirely as an option to pick r.e. Sovs to play with. Placing the new items (found in the Mods folder) into Sovereign_Procipinee's.xml in the CoreUnits.xml file in the /English folder did NOT work. What DID work was: Copying the entire CoreUnits.xml entry for Procipinee to a new fi
I've been able to use the with Custom Sovs without too much problem, but I'll do some quick testing with the core sovs, and let you know how that goes. I'm a huge fan of creating a new file, using the InternalName and just adding the new variables, as you suggested. I've done this with a few things now, for example to add +1 XP to monuments without copying the whole file. In this
With the last few updates, quite often this becomes an issue ONLY IF the mod in question needs to overwrite any of the FE Legendary Heroes/Data/English files. Some things have to be changed directly in those files, so if they get overwritten, they can break a mod. The modding community tries to stay out of this folder as much as we can, but some things just aren't possible outside of that folder, if you are modifying existing values (say, buffing a monster). What I d
Random versus game balance is a pet peeve of mine. A good example of this is whether you get the Panca Archers and the Brothers Sparus quests dropping or not dropping near your starting location. If they both do, you end up with two shiny new and rather useful units. If they don't, well you are two units 'behind the curve'. This can dramatically change how you approach the early game, and can put AI players behind the curve if you 'win the lottery'