[quote who="DsRaider" reply="200" id="3470270"]Hey abob101 I have been working on making this and Blood&Mana compatible. I have added in the UnitStat_BG files and it seems to work so I'm just wondering if their is anything in particular I should look out for.[/quote] Well I had plans to borrow your AI tweaks at some point for D&W so that's handy [e digicons]:-"[/e] If I wasn't spending so much time modding i'd be playing LH with Blood & Mana,
abob101
[quote who="Nightmurderer03" reply="201" id="3470274"]well im gonna throw my grain of salt and say that i use both blood&mana and DW 0.5 together with no issues[/quote] That's handy to know thanks. [quote who="Nightmurderer03" reply="201" id="3470274"]Thanks to both of you guys for sharing your work with us!!!.[/quote] Thanks for the feedback, it's invaluable. When you end up spending so much time modding, like me... currently my
[quote who="Kellhound_AU" reply="198" id="3470079"]Heavenfall's COS mod is my second favourite just edging out Dhuran's wonderful Necromancy Revamped mod[/quote] Cool, both awesome mods.
[quote who="DsRaider" reply="95" id="3469842"] Quoting Primal_Savage, reply 88Does that also fixes other upgrade lines? Altar-Shrine-Temple Quarry-Mine-Trove Mine-Smelter-Foundry-IronWorks AI will only build the bolded ones unless the resource/shard is within city walls. This would explain a lot. I was wondering about this. [/quote] @Frogboy - can you manage to squeeze this into 1.7 also?
I don't normally like to post stuff until i'm sure it will see the light of day, but here's a sneak preview of what I hope will be in the next release... The fearsome (yet be be named) beach ball demon.... Some new races/factions... wip halbadier
Hi Kellhound_AU, glad you like it. Thanks for the heads up on the links i've just fixed them. There will not be a compatibility update for 1.5 / 1.6. There might be a few issues but I believe it all still works for the most part. Instead of a minor update I'm hoping/planning to release a major update, pretty much a D&W 2.0. It will still have all the summoning in the current version, but will add another new path (probably two), a heap
[quote]I'm willing to make you guys a Spell pack DLC for tactical battles and code the necessary AI to use them. What I'm interested in knowing is what kinds of spells you would like to see?[/quote] Well I don't mean to sound like the party pooper, because new stuff is always great.. particularly AI stuff and code changes that open up more possibilities (for modders and Stardock to use in future). So something like Mirror Image would meet that criteria and
[quote who="DsRaider" reply="27" id="3468709"]Adrenaline[/quote] Nice idea! Will be interested to see how it works out, could be very cool. [quote who="DsRaider" reply="27" id="3468709"]Leaping Attack - Teleport up to 3 tiles in a straight line and do +50% damage forward in a two tile line. Costs 4 adrenaline.[/quote] This is why it would be great if the AI would use spells that target an empty tile, because i'm fairly sure it do
[quote who="BernieTime" reply="52" id="3468868"]Another thing that needs to be done is at least enable a windows slider bar on the Path selection screen [Warrior, Defender, etc.] if more than 5 paths exist. [/quote] Yes please!
[quote who="Alstein" reply="40" id="3468559"]Also- Squad Size, I don't think that needs to be buffed at all. I already think it's often better to increase the size of units than to upgrade weaponry, and it would nerf melee heros more (which is a problem currently). You'd also need to fix the exploit where increasing the size of units can be done without resources.[/quote] My thoughts also. Will be interesting to see what Frogboy has on mind on
[quote who="DsRaider" reply="25" id="3468202"]I would love to see this but I don't think it will happen. The spells are just way to different, they really haven nothing in common. Arcane Monolith, Corruption, and Bloom of Twilight all target very different things.[/quote] Yeah fair point, but doesn't hurt to push the case.. [e digicons];)[/e] Still I don't think some of them are that unachievable. For me the ideal scenario would be that
Great to see more games coming in the Elemental world, but not sure this one is for me. FWIW though I'd sign up tomorrow for a true FE:LH style sequel. Just saying, all good though.
[quote]These are what I’m spending those hours on:[/quote] If you can get all that done on that time frame that would be impressive. Very cool regardless, looking forward to 1.7 and beyond. [e digicons]:drool:[/e] [quote]Increase squad size and test[/quote] Sounds interesting but won't that throw out the balance of trained units vs monsters and other individuals units? (trained units will be even better than
[quote who="nikolaypavlov" reply="106" id="3467578"]No ships. It is ridiculous that sea is not accessible. No flying / cloudwalking (MOM). Only the Air elementals can fly, and that is all there is to flying in the game.[/quote] I think these would be at the top of my list also. And the fact that the AI doesn't use some spells.
[quote who="Primal_Savage" reply="22" id="3467295"] Primal_Savage May 20, 2014 7:42:19 AM from Elemental Forums Quoting DsRaider, reply 20 I would leave consume alone. An AI could really screw themselves over with that. As long as ValueCalcWrapper for Strategic Spells gets activated, it shouldn't be a problem. Plus, I'd rather they activate the possibility of doing something even if it needs to be disabled through some
[quote who="nettlesm" reply="2" id="3466994"]The other way to do this is to use stamps instead.[/quote] Didn't know that was possible, nice one.
[quote who="Primal_Savage" reply="216" id="3466971"]Using that combination should make it possible to unlock most tile spells for AI with the obvious limitation that the tile spell has to target a unit.[/quote] Interesting, will have a play with that later thanks.
[quote who="Primal_Savage" reply="214" id="3466966"]- The spell will not / should not work for human players;[/quote] Just had a look at your code for this, curious to see what you did. What would stop a human player from casting Spell_X_ArcaneMonolith ? I don't think it would matter if they did but just can't see anything that would prevent it. Mind you I haven't tried it (yet) so I might be missing something. Edit -> <sp
[quote who="Heavenfall" reply="474" id="3466863"]I can copy the sovereigns, but then I am just copying something from DLC ($5) and including it in my mod.[/quote] Fair enough, however I think you could include the relevant files without causing a problem. If you provide an updated version the Units file with BG stats for the Sovs (which I think might be the file that needs an update, maybe the mounts one also)... it won't work if you haven't bought the DLC. Without
[quote who="Primal_Savage" reply="8" id="3466252"]3. The enemy of my enemy is my friend +1 4. The enemy of my ally is my enemy (I guess...) -1 5. You don't respect our borders (After a few warnings) -1 6. You broke an alliance -10 (See Janus Treaty)[/quote] Yeah these are good suggestions, if not 1.7... these would be things to look at for 2.0 given it sounds like Diplomacy might get some work then.
[quote who="DsRaider" reply="15" id="3466719"]Abob101 mentioned allowing the AI to cast spells that target land. Birth of Summer in particular would help the AI a lot [/quote] Yep good point. I think Consume might be another one, fairly sure the AI doesn't use that. If that's the case that's another great example of a faction missing out on a key part of their strategy.
[quote who="halmal242" reply="7" id="3466055"]This could be in theory tied to AI personalities so that when a personality trait is applied to a sovereign it increases the stat[/quote] I don't think that's possible though....?
[quote]Old man Paxton is giving me 16 engineering hours to put into LH v1.7. So that means AI and other C++ game mechanic stuff. [/quote] Yay, this is great news! I could make a great big list but rather than that, here is the 2 thinks i'd like to see more than anything with the AI: 1) Get the AI to start using spells that target a tile, both at strategic and tactical levels. For example the AI does not use Arcane Mo
[quote who="GFireflyE" reply="10" id="3464383"]If you are okay with that conceptual conclusion, mod away. (I found out that I suck at modding...)[/quote] Would love to implement that stuff you suggested but most of it is not possible via modding unfortunately :-(
[quote who="Primal_Savage" reply="4" id="3466018"]1. Make sure the AI only unit is unique (Resource)[/quote] Possibly dumb question but what do you mean here? [quote who="Primal_Savage" reply="4" id="3466018"]2. Create a very powerful unit w/ your A_NewUnitStat to double the UnitStat (Clever, I like) [On second thoughts wouldn't that A_NewUnitStat need to be given to the Sov somehow? In any case, the idea is good, the devil is in the deta