@faacingwest -- glad to hear folks are enjoying these. Let us know how the rest of your game turn out on one of the irregular maps. I was thinking about your "more land" comment -- if the size of the irregular maps is increased even further, it might be possible to get the same usable land as the 12x8 full map... if you see what I'm getting at. It's worth a try...
rlane48
Yeah, but I don't know -- I'm going to trust the OP here because it would explain the HOARDS of settlers camping in a remote region of my little empire last night. I will say this, it would be nice if the AI would move-on once it gets to a resource and finds it occupied. Right now they're like my dogs standing looking up at the tree all day waiting for the squirrels to come down.
[quote who="Viperswhip" reply="7" id="3276341"]I am not even sure how to make henchmen [/quote] Play a game as Altar, they show up a little down the (Magic?) tech tree -- it's a special race trait.
You're very welcome [e digicons]:grin:[/e]
Ah, thanks. But as far as unit abilities go, if I give an ability of say, +1 Army cutting attack to a unit via unit ability, is there and anti-stack for that? I tried CanStack, but it didn't seem to work. But maybe I misplaced it -- anyone ever get CanStack to work with an ability like that? Meaning I would like to make the benefit non-stackable -- only one per army.
Judging by the posts I've found and the XML files, there is no way to flag abilities as non-stackable. Are there any plans to change this?
[quote who="seanw3" reply="15" id="3275836"]The best thing for me is the modability. We can all live in our separate worlds with our own game preferences. The game never gets stale for me since each new game is a slight improvement over the other.[/quote] Ditto
[quote who="erischild" reply="2" id="3275332"] quoting post That's it. I had a beer and decided I don't like it You don't like your beer?[/quote] Sadly, no, not my latest batch. Don't get me wrong, I'll still drink it...
I think you guys did a good job hitting the mark with this game. It may need a little polish here and there, but as far as the whole picture goes, you've done good.
Judging by what I've done so far, I think all of this can be done fairly easily. As for the AI... there is an "AI Priority" that can be set, though I haven't done much with it. I'll play with it after I get the meat set up on these.
I have a medium-grade system, and it seems to run the 12x8 maps OK. I made larger ones (15x15), but never gave them a proper test. On those, turning of FOW in cheat mode resulted in some choppy scrolling.
You're welcome. Keep in mind that on the irregular maps, I never changed the number of players, so you may want to bring it down before you start one, due to a large reduction in land space.
[quote who="SOLOSOL" reply="3" id="3274284"]I've been thinking that the game would benefit in more variety of units by creating specific traits, like the slave or jug trait. The idea is that each of the traits suggested gets unlocked with a tech, so as the game advances, new traits are available. Also, they can be attached to certain buildings (wich is almost the same, just have to build after the research, to gain access). Or even to a certain level of city (that would give a
[quote who="King_Felix" reply="1" id="3275532"]No, I think it's intended to be able to build them only if you start a city near that spot. It doesn't have to do with city level.[/quote] Snaking does work -- I've recently begun using the strategy to settle on better starting tiles, and have been able to build both piers and logging camps using it.
That's it. I had a beer and decided I don't like it [e digicons]x_x[/e]
Union rules, dude.
[quote who="Zubaz" reply="1" id="3275251"]I'd upload to https://www.wincustomize.com/explore/elemental_fallen_enchantress using the form at https://www.wincustomize.com/explore/elemental_fallen_enchantress/new[/quote] Ah!!! Too late. I'll do it next time. [e digicons];)[/e]
EDIT: version update and link to packaged mod -- rlane48 See a bunch of people asking for larger random maps, so I've been playing with making some. The code block below can go in your mods folder and you can try out two larger map types... The first increases the size of the map, but keeps it relatively square, the second (huge/irregular) creates irregularly shaped continents by drastically increasing the map
Agreed. Sometimes you make one mistake and you're hosed -- you have to start from scratch. It would be nice to see that made a little more user-friendly.
[quote who="Frogboy" reply="7" id="3275135"]It should be noticeably better in tactical battles. I almost have it using its personal items better (i.e. Salted Pork) but i had to take it out because they may be making a game play change to that.[/quote] What, changing salted pork to salted meat?
[quote who="Kalin" reply="7" id="3275207"] Quoting jshores, reply 5Interesting. Could something like this be used to give a Champion a small amount of EXP only when they are stationed in a city? There's no need for this, just copy the Adventurer's Guild bonus and add it into the city's base.[/quote] Wow, you know what , that's a really good idea -- I wonder if you could mod this in for cities, but it would only apply to champs who had path of the
Someone said they wanted to try out the larger random maps I modded up, but I'm not sure what the best way to post the XML. I assume I can just post it up in the modding forum? Just let me know.
Yeah, it can totally be done -- I added it quickly as a defensive trait and assigned it to a combat unit, just to see if it would work. It does -- when the unit was posted in the city, training times went down by 10%. I could add levels of it to the governor path, or create a "Path of the drill sergeant" ( joking[e digicons]:|[/e] ) or something. Ideas?
[quote who="charon2112" reply="121" id="3275098"] Quoting rlane48, reply 114 I've been making larger random maps -- I added a "huge" and an "epic" map size and have been playing some games on them to test them out. If you want me to provide the xml I can do so -- not sure if it's cool to cut and paste it or what. I also add a couple gold mines on the map... not enough to go around, but they should be fun to find. I'd love
I think that goes back to the "choices we make" thing. It is counterintuitive, but I'm still deciding whether or not I like it. Right now, I'm leaning toward like it -- I kind of dig not having everyone be a super-god at their jobs.