cattess

cattess

Joined Member # 3554235
52 Posts 44 Replies 1,247 Reputation

I created a new faction, and made Iron Golems trainable by this faction, becuas e Iwanted some big monstery-ish units. I then changed some of the attributes and name of the "Iron Golem" to be faction specific. I was wondering - is there a way to change the color/look of the "Iron Golem" for this specific faction by altering the "coreunits" description (or any other way)? - I am AT BEST a mediocre modder with limited skills!

1 Replies 6,885 Views

I am not sure if the new hit to population upon training pioners is suppossed to occur when you begin training, or when training ends....but if I "train pioneer" (by double-clicking on pioneer under training) when I have, say, 100 population, afterwards the city's population still says 100...and it may grow to 110 or whatver by the time the pioneer is actually created - but again, the population stays at 100 (or wahtever) after the pioneer pops out...

3 Replies 7,103 Views

For what it is worth, deleting the: " Unit_Defender_Quendar " " Unit_Defender_Quendar_AI " etc. from the faction.xml for the faction you created in the mod Rae folder doesn't do anyhting - they still show up in the game. So going to go route of creating new racetypes..although not looking forward to having to change racetype for all the units I c

11 Replies 14,839 Views

Not sure if this can be done, but better minds than mine...... I created a bunch of custom factions, and played each one so I could create special units for them all. Now I want to play AGAINST eaach of these factions, but they typically still produce a bunch of "standard" units - e.g. Defender, Spearman, etc. - during the game. I would prefer to have the factions create ONLY the units I designed for them. Anybody know if/how this can be done?

11 Replies 14,839 Views

Would it be too difficult/too "random" to have the game do a check which says "if human player x% higher faction rating (yes, I now faction rating is weird, but whatever metric is best), then have y% random event happen to weaken human/strengthen AI"....stuff like famine hits, or cities/units xzy revolt and join enemy, or AI reinforcements arrive from overseas allies, or something...so game gets harder as you start to win, rather than easier? Would this make game more fun

27 Replies 38,119 Views

I see this in every game, regardless of whether I am playing a stock or a custom faction... I research Weaponry, so I have access to both the dagger and the axe. I can then design units thatspecifically use either of these weapons. However, when I click the icon in the design window to make the weapon choice upgradeable, it says "No items of this type are currently available", and it therefore won't let me create a unit with upgradeable weapons in this ca

3 Replies 3,789 Views

"Be careful with your Henchmen, however, as while they function like Champions in many ways, they do die permanently if you lose them." Is this a change - I know this was the original stated design but in the beta Henchmen simply got injuries like Champions and continued to survive..?

5 Replies 9,488 Views

When my Soveriegn is standing next to a recruitable Champion, when I click on the Champion, before I can click "Recruit" the UI jumps back to my Sovereign. When I click on the Champion the 2nd time, it doesn't happen again/it stays on the Champion. I have only noticed it when my Sovereign is doing the recruiting - when other uniots are recruiting Champions I don't have this issue.

0 Replies 3,519 Views

I noticed that when designing a unit, under the Armor section "Breastplate" is listed twice - I think the second one is suppossed to be "Robe", or something like that? Sorry for lack of picture - having trouble uploading and hope the description is enough to point in the right direction...

0 Replies 3,767 Views

It seems to me a turn-limit would just change one form of "gaimng the sytem" (running in circles to regenerate) into another (running in circles when you are getting your butt kicked so you can escape without having to use mana to caste Escape). So I think a more targeted approach focused on the Regeneration (and range attack) issue is warranted - a few thoughts: - I mentioned in a previous post...could have reneration in tactical battle only happen if the unit does

13 Replies 3,534 Views

In case my original post didn't make it clear - I agree with the responders points. Archers shooting and moving away to keep range; horse archers amplifying this approach; champions having special ability to heal while in a battle; specially equipped assassins hitting and running....all are valid "logically" and add to the gameplay, and should be part of the game. So my thought is not to seek ways to just eliminate them, but rather, as the responder said, to make it

5 Replies 9,641 Views

There have been a number of posts over time about the potential abuse of kiting – ranging from the ability to have archers run around and shoot things to death without ever getting caught; to the ability to use Regeneration and initiative to be able to duck in, hit someone, and run away, and thereby defeat the strongest monsters (one recent post was about how someone was able to beat Insane “easily” using this technique, although some tactical battles too

5 Replies 9,641 Views

I have seen this mentioned before, but caqn't find thread and not sure issue has been recognized/addressed... Certain quests have a prerequisite that yu have to have researched Heros 9or higher) before you can trigger the quest. The quest locations for these have red icons above them. Even after I research the appropriate technology, the red icons remain; I still get the message "research .... to go on quests" (or something like that); and the wuest is not trigge

2 Replies 6,431 Views

One thing I have noticed is that henchmen in particular seem to gain XP and levels at "too" rapid a pace (for my tastes). I have had Henchmen gain 4 levels from sitting in the back row in a large army taking down a pack(?) of trolls...and in a few battles of just hanging back their HP are up to the 60 range and they are elite.....seems too easy/quick for me.

38 Replies 13,641 Views

I like the concept of henchmen, particuarly when I play smaller maps and/or a lot of AI oppenents where getting a contingent of Champions can be difficult, since in those cases I can create some RPG-ish feel by customizing henchmen. They are good at "getting attached to", at providing buffs (including healing) to army stacks, etc., and generally increase the fun factor. The trouble is that if they are immortal, they feel "too much" like Champions to me - they level u

0 Replies 3,404 Views

I have played about 10 games under Beta 4...typically large map with 4 or 5 AI's. In every game, I quickly generate MUCH more research than all the Ai's...in the most recent game, by turn 250 when I "retire" (to check progress) I am in the middle of the pack in Income, Mana, and Might, with slightly higher population - and with a Research score of 200 versus a Research score of less than 20 for each of the AI players. Looking at the Research Graph, I start to ga

10 Replies 10,900 Views

I agree wi hboth the list of "problems" (I have run into them all myself) and the thought that henchmen should come with no equipment and be able to be equipped with anything, including bows and horses. In addition to all the points mentioned above, I would also say that the fact that henchmen's original equipment does not show upvisually on thier description page is also confusing......you have to hover over their attack and defense stats to see what modifiers/e

2 Replies 5,552 Views

I agree that they become too much a Champion clone if they can't die - they should be something different. So I think they should die/go away forerver, and potentially be cheaper (and/or start with more HP so they are not so fragile to begin with).

6 Replies 3,708 Views

I am a bit confused. I created a custom race with Heroic, so I can get henchmen. My understanding was that Henchmen could gain levels/traits like Champions, but that if henchmen were killed in battle they were truly killed/went away. Several of my henchmen were killed, but instead of going away they simply got injuries ala Champions and continued to live. I couldn't seem to find the comment in the forums I (thought?) I saw about the fact that henchmen co

6 Replies 3,708 Views