[quote who="LordTheRon" reply="93" id="3394539"]If Brad manages to get the AI to use summons better[/quote] I'm optimistic that he will take a look at this (tactical summons) in the next patch or two given all the feedback on the subject in various threads. [e digicons]:-"[/e] Here's hoping, because it would be great for sure.
abob101
[quote who="Murteas" reply="91" id="3394432"]Quick Question: abob, anything in particular that you know will conflict with children of storms mod? (I assume all the summons will need the various attributes used by HeavenFall's mod) I'd like to take a crack and making your mod compatible with CoS. I would of course share the results with the community. [/quote] I've just had a quick look at it now. So far I can
I reckon that should definitely do it. Setting the RarityDisplay to Never like you have should stop it being randomly dropped.
[quote who="ManiiNames" reply="89" id="3394337"]I am torn between the extreme power of the dragon and drake summons vs. how strong a straight mage is by that level. The straight mage is at least as deadly as the dragon, but the mage requires huge outlays of mana on a regular basis to stay in operation. The dragon is relatively cheap to maintain, comparatively.[/quote] Good points. Maybe I should make the dragon like 5 mana maintenance per turn or something. W
[quote who="FeloniousMonk" reply="84" id="3392383"]I'm just throwing these ideas out there for what they're worth. The mod is already great. Thanks for the hard work![/quote] Great feedback thanks. Particularly I think you made some good points about the resources... (less need for Iron and Crystal), and the Technology balance. Will definitely think about that stuff for future releases. Might make the Drake/Dragon a bit more expensive in terms of mana and
Great to hear that the DLC is helping to fund further work on the core game. Really looking forward to the next updates, particularly 1.5 assuming it's still going to be focused on Diplomacy, yay. Regarding summoning... [quote who="Frogboy" reply="2" id="3394186"]The problem isn't the summoning part (that's easy). Getting the AI to think that it's worth the casting time for that summons has been the hard part. The AI tends to calculate that
Well FYIW, I agree with XWerewolfX on this one. I don't see the need for the joke items myself. Each to their own I guess. Will buy the dlc regardless as the other stuff is neat, and I like the fact that the dlc helps fund further work on LH (patches for the core game). I'll mod them out and and stick a file somewhere to do it if no else does.
Should be fine I would think. I'll grab the loot pack shortly and check it out.
[quote]Dragon Teeth - Throw these teeth onto the ground to summon 3 skeletons in battle[/quote] Sound neat but does the AI use them...? I presume it's like a summons which doesn't seem to ever be used by the AI. Still hoping we can have this looked at please.
Bump. Hoping we can get some feedback from Stardock on this one. Bit of a bummer having all those nice tactical effects for summons if the poor old AI isn't using any off them :-( @Kael - any chance someone can take a look a this?
Thanks.... i've just been having a look at it and they never seem to generate for me.
Can anyone who is using this mod with LH 1.3 confirm if they have seen any Arcalite resources appearing on a randomly generated map? Thanks.
Do you mean Summoning Savant I and II ? These now reduce the cooldown of both the tactical and strategic summons by 1 turn each. The minimum cooldown is 1 turn though, so you can never cast the exact same summons twice in the same turn. So a level 2 strategic summons has a default cooldown of 2 turns, which means you can cast it every other turn. If you get Summoning Savant I it should reduce the cooldown to 1 so you can cast it once each turn. I think it&#
OH FFS...! Doesn't seem to work from the Mod Folder, arrrgh. [e digicons]:thumbsdown:[/e] Happy for someone to prove me wrong. So dang frustrating geez.
Well i'm buggered if I can get it to work. Does a high mean it should appear more or less often. High Rarity (1000) means it won't appear very often and low (100) means it should appear a lot..??
@StevenAus - yeah I agree that to keep the Warrior and friends comparable in effectiveness that some kind of per level bonuses are probably in order. I'm also trying to think of some ways to make the non spell casters more fun, or at least a bit more engaging. I know i'm biased but I find that the Summoner and (new) Mage path are just flat out more fun that the other classes. To me the Warrior and probably the Commander are the least fun. Don't get
@Wauthan - great feedback thanks. I've found pretty much the same as you've noted from my games but it's good to hear how others are finding it. I kinda feel that I need to slow the Summoner down just a touch in the early game... because as you've noted a Summoner in the hands of a human player can get a bit of a quick start... will have a think about it. I'm using the default Ice Elemental and yep it's way too weak. Will sort him out next u
[quote who="Nightmurderer03" reply="74" id="3392036"]This please!, also this would make the angel branch worth taking because honestly right now who takes this branch instead of dragon branch?[/quote] Yeah might need to give the Angels a slight buff. They are supposed to provide a different style to the Dragon though. The dragon is essentially a sledgehammer where as the Angels are supposed to have a bit more of a utility / army boost kind of theme. [quote who="Nig
Hi all, Trying to add some custom ResourceTypes like Iron Ore, Crystal Crags etc. Can't get anything to show up on a random map at the minute, maybe it's just too late but I can't see what's wrong. I've even tried just cloning an existing on like this but it doesn't show up./... My Crystal Crag Crystal<
Guys regarding CoS, I'll take a look at it at some point after the next update with the new spellbooks. It would be cool to have a compatible version, i'm just not sure how much work it would be.
[quote who="Nightmurderer03" reply="65" id="3391824"]Edit: Wow just saw an ai attack me with a dark angel[/quote] Yay! [e digicons]:P[/e] [quote who="Nightmurderer03" reply="65" id="3391824"]Noooo where's my death demon?????.[/quote] Heh, was wondering if anyone would miss that. Thing was... the death demon was really a bit too powerful. To keep him there I would have had to make it much higher mana and/or summon pool cost.  
Thanks for the feedback Wauthan. [quote who="Wauthan" reply="68" id="3391904"]Balance is a bit off, naturally, since power leveling towards a strong summoned unit makes for a very expansive early game.[/quote] If you have any specific examples of summons or strategies that are obviously over power compared would like to hear them, as i'm all for some subtle tweaks now to try and make sure nothing stands out as being too over the top. [quote who="Wauthan" rep
[quote who="Fallenchar" reply="2" id="3391717"]Create a custom Sovereign and Faction with traits you have never used before.[/quote] I like that idea. Not so much a "limitation", but another way to more challenge without necessarily increasing the difficulty might be to play with the teams thing in the setup. I've never tried it but I believe you can setup teams, so try taking on 3 AI's that are teamed together from the start or something similar.<
Updated to v0.3 (compatible with LH 1.3). Bit of a shame I had to cut the casting time for strategic summons, however in the end I feel the cooldown that it used now is much more streamlined. It also means that the familiar should be able to use all the summons now (previously some were bugged). This release is mostly balance stuff. I'm now working on added new spellbooks. Here's the changelog: &n
I always take the first generated location, some people might see that as a limitation I guess. Not that i've tried it but what about giving the AI a 10 turn head start? Just click next turn 10 times in a row or similar before founding your first city. Just thinking that because from what i've seen the AI is not quite as quick of the mark as a human player.