I found this too. I'm hoping that we can get some Prereqs working on the Paths, as well as the abilities in the Paths themselves. The only Prereq that seems to work properly for abilities in a path is Allegiance. You can add a path... but you have to use the mouse wheel to scroll to see it. I'd be great to have the Player (faction trait) prereqs work for Paths, as well as for the abilities in the Paths.
abob101
Sorry double post
[quote who="parrottmath" reply="45" id="3349626"] Quoting abob101, reply 44 This is how it works in Total War series (Medieval2 at least probably others). This is a poor example as the total war series map is NOT random. There is a fixed map with fixed cities and therefore the roads created there could be hand placed.[/quote] Well, correct in that the maps are not random. However the roads are definitely not hand placed on the map (the cities
[quote]In addition to default tax settings ideally I would love to have sliders for unrest in the game setup menu or to have City unrest dependent om map size as well.[/quote] Yes pls. At the moment you can't really play a 2 player game on a large map and have each side with a dozen or so cities. Well, you can but he unrest gets a bit crazy. That sort of game might not appeal to many, but it's nice to have the option of setting up different types
[quote who="Schepel" reply="39" id="3349494"] - Roads as a 'building' you can purchase in a city. Once you upgrade your city to roads, it will connect to the nearest city you own.[/quote] [quote who="GFireflyE" reply="40" id="3349502"]Roads should be upgradable: Path - Road - Hiway[/quote] This is how it works in Total War series (Medieval2 at least probably others). You pay to build a "Road" improvement in a city, which when constructed auto connects
[quote who="Derek Paxton" reply="3" id="3348963"]I'm not sure how to respond to this. I don't understand what you want.[/quote] Well FWIW that makes 2 of us. That's a lot of typing without actually stating any issues with the current system or stating whats so great about road building in these other games. OK so LH road building sucks and other games road building doesn't, right got that... but whats wrong with it exactly? I
[quote who="FuzzyGold" reply="9" id="3348368"]I would like to eliminate the 3 city types and have a leveling tree.[/quote] Ohhh wow, I think I like that idea.
1 means that you can train the unit, but you can't edit it's design. So if you have this tag set, and you go into the unit design window... you won't see this unit in the list of editable units. Units like the BoundWidow have this tag set. So if you have a monster type unit that you have added as a trainable unit... you would generally set this tag. Regardi
[quote who="thadianaphena" reply="7" id="3347442"]I am open to ideas about which should be the Henchmen. So far, I am using Forest Drake recolored red, named Blood Drake. I set 1, but did NOT set it as a champion.[/quote] Not sure if you're uding FE or LH but Just bear in mind that I think if you do that.... and someone selects the mage path and unlocks spells.... I don't think they'll be able to use them. [quote who="thadianaphena" reply="8" id="334
Not sure, but if you're using LH that utility might not be 100% compatible.
[quote] Had a look at that spell.... I see it uses a PermanentDeath GameModifier. Which doesn't kill them (rather seems to sop them resurrecting if they are killed). However it's also got the StealSpirit modifier. Did a quick test and added the StealSpirit to my "KillChampion" test spell and sure enough it kills the bugger dead. with due respect, I think you are wrong at this one
[quote who="N1ghthavvk" reply="1" id="3347556"]Then maybe the shared vision can be a researchable tech and shared research, too. [/quote] Agreed that'd be great.
[quote who="parrottmath" reply="16" id="3347293"]Ever hear of the spell steal spirit.[/quote] Hmm good one.... didn't think about that one because I don't use it (I like my champions and tend not to kill them off as a habit! :-) ) Had a look at that spell.... I see it uses a PermanentDeath GameModifier. Which doesn't kill them (rather seems to sop them resurrecting if they are killed). Howe
Agreed (free), it's not like they're overpowering... and you only get 2 units of them in any case.
I could be wrong but I think you're going to need the units, at least the Generic Sov ones for it to work on the create screen. I've not done it before so i'm just guessing. There is a race creator tool, here: https://forums.elementalgame.com/433305/page/3/#3319566 Your best bet would be to use that as a start point I think. At least go try it and see what files it pumps out m
[quote who="OliverFA_306" reply="12" id="3347247"]Would the AI be smart enough to say "this unit is worthless so I'd better disband it"?[/quote] Now this is an excellent question. I have no idea what the answer is but i'm curious if anyone else knows this. In fact i'm wondering if the AI *ever* disbands units? I'm guessing probably not.
No the problem is, how to you actually kill the bugger if the flag is set....? I think getting them to cast a spell would be achievable, you could probably even just have the permadeath injury unlock a strategic level spel using UnlockCombatAbilityl that can only be cast on "self" has a high priority and no casting cost. But assuming that can be done, I can't see a way to actually kill a champion outright via a strategic spell. They're im
In another thread OliverFA_306 said... [quote] For me personally this is very important because I am implementing food upkeep for soldiers in my Population mod and only champions have access to A_ADDITIVE tags, so I am making every single unit a champion, and it would be great to find a way to (almost) automatically make the AI clean fatally wounded (false) champions. [/quote] Interesting.... have you made food a global resource t
[quote who="OliverFA_306" reply="12" id="3347247"]Quoting abob101, reply 11 Yeah not sure how this might be possible? I tried casting a strategic spell on them that applies PermanentDeath but it doesn't kill them (until they get killed in tactical battle next). Theoretically I suppose that you can create a new strategic spell, something like "KillFatallyWoundedHenchman" and give the AI very high priority so it wants to cast it whenever it cans. But I am no
[quote] If you don't mind me asking, could you briefly explain the general steps to do that? [/quote] Yeah not sure how this might be possible? I tried casting a strategic spell on them that applies PermanentDeath but it doesn't kill them (until they get killed in tactical battle next). I've been thinking about it reading these thre
My issue with removing it is all the extra work it creates.. which is time and effort that could have gone towards other things, like new stuff, fixing bugs etc. If removing it is clearly making the game "better" then the effort is worth it, but i'm not convinced that is the case.
Yeah I thought about the Autocast option, that would make the unit die at the start of the battle though right? That works fine for the player because they will understand... but it kinda adds another handicap on the AI because it own't understand that the unit might as well be left in the city or retired. The AI will likely have the unit wander around costing maintenance or whatever then eventually though it into battle leading some stack only to die bef
Great suggestion, hadn't seen that one before. Tested it in the content of an Injury ability though and it didn't seem to work.... maybe it only works in a spell game modifier. :-(
Hi folks, (This is for 0.8 LH btw).... Wondering if anyone has any bright ideas on this one.... I am trying to create some units that are basically the equivalent of a Sion, but can cast spells. Now, the problem is... if you copy the Sion unit, then give it an ability that unlocks spells, such as Fire1 or whatever... they can't cast them. When you go into tactical combat, the Spells button is deactivated. It seems that to cast Spells (
Assuming you're talking about LH, isn't it these: 0 TirelessMarch Unit UnlockSpell TirelessMarch -1 I could b