Ds and Primal, thanks very much for the input. Gonna poke around with Primal's files and try making a resource-based way to accomplish my goal.
davrovana
Woot
[quote who="DsRaider" reply="7" id="3447131"] Why not just make some AI only unit designs that require a hidden resource granted by an event? If you make the units super tough and basically free the AI will probably build them. I have some experience trying to get the AI to build custom units.[/quote] Hmm, good idea. But how do I give that resource only to AI players?
I'll share my success/failure here. I'm curious if we are all looking at the same problem. I find that once I reach late game, there is little chance of me losing - it might be trying and take awhile, but taking city after city from the AI is almost guaranteed. Thus, late game is the least fun part, a mop-up exercise. I acknowledge, of course, that this is a 4X game recurring problem, not just a Legendary Heroes problem. So, my goal is to give all AI players a
I think I found a functional workaround... I'll let you know if it works!
[quote who="Tattyhat" reply="63" id="3446423"] Hurry up Bruce, I want to play a beast master game. [/quote] Who's Bruce? [quote who="Tattyhat" reply="63" id="3446423"] This should have jolly well been fixed in a hot fix, [/quote] Are you a Victorian chimney sweep?
Anyone know how - through existing tags - a random event could give thingto JUST AI players? I want to give a powerful unit to all AI players. If it can't be a direct summon, giving them a high-AI priority spell is fine. Is there a tag for events/quests that targets all non-organic players?
How To Report An Issue
Any mods installed?
MAJOR UPDATE INCOMING: I am playtesting the next version of this mod, which is much larger and makes Carian even more distinct and interesting to play, as well as giving them a new faction trait and new henchmen options.
UPDATE- To give the Paladin an element of 'role-playing,' (that which makes the D&D paladin such an interesting class to play) I am toying with quest-seeking spells that lead to small and large decisions of moral consequence. The sorcerer concept is mapped out, I just need to finish writing out the tags and playtest him. Anti-paladin still in the works.
[quote who="smeagolheart" reply="6" id="3445933"] I think they should be abolished since they are immortal. Only champions and sovereigns should be immortal not trained troops. If not abolished then once they are killed they should stay dead at least.[/quote] I brought this up once before but I was given a good reason for why they must be immortal: the AI would be punished by mortal henchmen.
Increasing their fame cost would curb over-production. But even with altar's fame-boosting traits, is spamming henchmen really as viable as it was in FE?
[quote who="Borg999" reply="141" id="3445919"] If no one can die, or be permanently harmed (e.g endless mana= endless heal spells) it's just an excercise in futility.[/quote] I bet there'll be a way for the conflict to be interesting, and for a decisive end to come about. S, your scenario does sound boring, but I don't think that's how it'll pan out. A battle against the gods sounds cool!
[quote who="Borg999" reply="139" id="3445698"] I just don't get the appeal of gods battling gods. It just seems like the unstoppable force meets an immovable object scenario. [/quote] That's like saying Superman vs. General Zod is a boring idea. Or in the UFC, that two well-matched fighters make for a boring match automatically.
I completely disagree "I am bored" crowd. It took me over a 1000 hours to even start to feel bored, and when I add mods to boost content, the game's fun comes right back to life.
[quote who="Crastiloowa" reply="10" id="3444920"] Quoting Primal_Savage, reply 8 davrovanareply 7 Do you by chance know what the resolution limits are for these choices? Height: 768 Width: 193 per choice + 59 for the frame > Being lazy and not having examined the mod in question yet, can you squeeze more in if you also replace the graphics wit
[quote who="Rotlung" reply="54" id="3444991"] perhaps the mana cost of tame could be tweaked to be higher if and only if the beast of a much higher level and/or reduce the success rate with taming these beasts.[/quote] Pretty sure the tags could handle a set mana cost, with an additional mana cost of [(Monster level - Player level) * 3]. Or something like that. Success rate is already naturally affected by level, by the spell resistance and spell mastery bon
[quote who="Primal_Savage" reply="6" id="3444837"] ...since I've been able to make 5-6-7-8-9-10 Choice Windows...[/quote] Do you by chance know what the resolution limits are for these choices?
New paths you say?
This is a good idea. I've noticed that creating non-random event quests can be spotty - no guarantee they'll spawn (the force spawn tag in elementaldefs does not seem to work). but if you can give an item, and that item can spawn exactly the custom quest you created, thar be possibilities...
1.) Pick mage 2.) Win But seriously, ok... 1.) Pick mage 2.) Get Aeromancy 3.) Get a champion to water3 4.) Cast Mantle of Oceans on your mage 5.) Cast lightning bolt over and over, win every battle
Aside from the standard fun of 4X, the most fun elements go to: -tactical combat (I love it as is, but if it got more depth I'd love it more) -leveling my sovereign and henchmen (not necessarily all champions - they are high maintenance because of the xp split!) -terraforming with raise/lower land and birth of summer/twilight (alas, these aren't focuses - I'd love to see them have more presence in the game)
Bump. This mod is great.
Primal- Had a lot of difficulty with modding this, per your explanation of the tag issues. I gave up and tried a different approach for my modding goal, which seems to work. Anyways, we'll see where it goes. I am going to release an update of my Republic mod and a NEW SCENARIO at some point, so I'll inform you if I figure out more.