I've still got a copy from my downloads folder (it goes back a while ;-)). Heavenfall, could you upload the file again so I can take this Dropbox link down? https://dl.dropbox.com/u/8710134/AfterTheWar1.10.zip PS: Did you really think that there wasn't at least one interested person who still had an old copy archived? =)
StevenRLynchAbundanceThatIAM
The monster has to be type "Beast" to be capturable. Dragons and Drakes are type "Dragon" and maybe Slags are as well.
As suggested in the Overpowered juggernauts thread.
Maybe the troop could pick Endurance? If the +1 HP applied to all figures in the stack, it could really boost troops that reach level 10 (or higher).
The mechanism by where a unit gets more defense when it doesn't take an action should be explained in game, and please consider making all units in combat start with it on. Think about the pros and cons and then make up your mind. I personally think it would be better, but it's up to the devs. Definitely explain the Defend mechanic in-game though. =)
I used to save and reload all the time in all sorts of singleplayer games, but I found now that I don't, I enjoy the game more, and it feels more "real" to me. And I learn about the game too, instead of the limits of my patience.
I think it is better to have shorter titles, it's just that somewhere about I thought maybe people wouldn't read it if it wasn't in the title. I guess that is an unfounded fear LOL. =)
Okay, thanks for the clarification. What you suggest sounds good. :)
This would add a little interest to the armies. My personal opinion is that it should just be at Level 10, but not every 10 levels, otherwise long-lived troops could be almost impossible to kill. Just enough to give regular troops a bit more flavor and a reward for lasting the first few levels.
It would be good if you put this in too. But definitely explain the Champion/Troop XP Splitting in the game for 1.01.
Mention Gatekeeper Traits in the Hiergamenon (and possibly Tutorial) by having "Unlocked Traits" and "Prerequisites" for Traits in Hiergamenon. And allow modders access so they can explain their own talent trees would be excellent (I know seanw3, Heavenfall and others would appreciate it). =)
Okay, I'll fix it up for this one and the future. =)
Devs, for 1.01: Please put the concepts of Regular Sovs/Champions dividing up base experience (except Henchmen/Sions), and non champion armies getting 1/2 base experience, both modified by +XP%. (And how they are affected by of +XP%). In the UI when you win a battle (like Kondej suggests) would be great, but otherwise a Game Concept in the Hiergamenon that is also referred to in the tutorial (and maybe the campaign). Better still, in Battle XP UI "and" Game Concepts
I think that base experience is divided up by number of champions for a given amount of XP. I think creatures and troops only get a 1/2 of the base experience of the Champions. I think troops get the same as with 1 Champion if there are no Champions. Henchmen level up like Champions, and get XP based on base champion experience (and not troop experience) but they don't reduce the base champion experience at all like other Sovs/Champions do.
I don't think that the AI on harder difficulties should rush the human. They get higher advantages that come out of nowhere, so I think the player should have the opportunity to work up to beat them. But has anyone beat the 1.00 AI/World on Insane difficulty, even with a superpowered build? I haven't heard of any.
Alliance treaties say they last 99 seasons.
Okay, well I guess the comment about there being a limit of 30% was erroneous. Unless it existed for some versions and not for others. Though I never really leveled up many towns in beta 4 and 5.
What do you mean that it stacks on a per-city basis? Do you mean that there is not a limit? I guess the mechanics might have changed then.
I think the repeating Wilding quest will be fixed in 1.01 (ie. more variety), but I don't think the spelling error or the pioneer granting after battle has been listed in the 1.01 changelog yet.
Have you been able to fix the custom character crash? And what do you mean by "Harder AI Factions"? ;-)
I don't think realist automatically goes with pessimist. I am a realistic optimist! [e digicons]:D[/e] [e digicons]|-)[/e] [e digicons]:sun:[/e] In other words, look forward to really good stuff happening, but not getting too worried if it doesn't happen all the time. =)
Sean, what are your recommended settings for a first game of this mod, in "Where Are You?" and "Who Opposes You?"?
Trainer bonuses apply to all units in the army, and they stack (which is why Henchmen can be so valuable - they can provide Trainer bonuses but they don't reduce experience like regular champions or Sov). Potential trait bonuses apply just to the trait owner. Guild Grocer is a variation of the new "Tough" ability you choose for your faction. AFAIK, you can have a global bonus of 30% maximum across your entire empire (so Tough and two Guild Grocers, or three Guild Grocers). &
I agree. 6 or so well-balanced built-in units for all factions would make a huge difference! Go Kondej! [e digicons]k1[/e]
Also, the Pioneer unit aren't being granted when you beat the Wildings up, but ARE granted when you pay them 100 gildar instead. Please fix this up these two issues for 1.01 if you haven't already.