abob101

abob101

Joined Member # 4285510
83 Posts 1,017 Replies 24,444 Reputation

Just do some more testing on this... seems to me that these limited cap units don't have an upfront cost? I've just been watching what happens when they start building and it doesn't seem to deduct anything. Am I right? There is a cost (productionrequirement) in the xml but it doesn't look like you get charged for it.

11 Replies 6,114 Views

Hi all, Ok so i'm probably a bit slow catching on with this one, but I just realized the goold 'ol Knights of Asok have a wages cost of a hefty 9 gold per turn [e digicons]8C[/e] . A quick search of the forum shows this is not exactly a surprise to most. They cost 600 production to built and 9 gold to maintain. I modded them to 100 production and then they cost 1.5 gold to maintain.... so seems that the gold upkeep

11 Replies 6,114 Views

Hmm lemme try..... [IMG]http://i.imgur.com/s1jNF.jpg[/IMG] Ok cool, got it after a bit of mucking about. I was trying to use the https dropbox url before silly me. Thanks!

15 Replies 28,615 Views

Yes I believe you are, the experience gets split. Checkout the section on experience in the newby guide I presume it's accurate: https://forums.elementalgame.com/435680

5 Replies 4,750 Views

Buggered if I can get an image to embed here [e digicons]>:([/e] https://www.dropbox.com/s/zqbg5za9etnc2nb/serpent_cult_influence.png So cool. All I need now is another 8 hours in the day..

15 Replies 28,615 Views

Yeah I just figured out the henchmen thing just been testing it, seems to work ok using this directly against the unit: Unit ProduceResource DiplomaticCapital -1 -1 Influence per Season <

15 Replies 28,615 Views

On a side note, I was also hoping to add a maintenance cost to henchmen, maybe 1 influence per turn (as suggested by someone over in another thread - good idea I thought). This would be possible using the above method, but would use up one of the 4 (3 minus the blood trait) ability slots for henchmen right?

15 Replies 28,615 Views

Well, looks like you nailed it. Just did some testing and it certainly appears to do exactly what I want. I thought I had already tried that same setup... possibly the only thing I might have done differently before, is that I think I previously had the ProductionRequirement against the unit directly rather than the ability, can't quite remember. I'm wondering what difference that makes.... actually thinking about it, the bound widow has a production req

15 Replies 28,615 Views

First let me say, I was hoping you might answer ;-) Second I think that's what I already have and it doesn't seem do quite what i'm after, I don't think it was " continuously drain that resource as long as the unit lives" .. lemme do another test and check...

15 Replies 28,615 Views

Hi all, I'm trying to figure out different ways to limit the number of certain units that a faction can have in play at any one time. There's a number of possible applications to this, for example capping the number of henchmen, capping the number of Juggs. For my mod I am trying to introduce some free/cheap "special" units to factions... but I would like to be able to limit the number. The idea being that the faction can then be given some unique powerf

15 Replies 28,615 Views

@timides - Ah, from your Lady Umbers Legacy mod, that's a neat mod. [e digicons]:thumbsup:[/e] Actually i've just been checking it out that mod again, I see you have Urxen Witch's in there now... they are actually a fairly similar concept to what I was looking at modding in... i'm just trawling through it now to see what you've done, nice! :-)

12 Replies 12,171 Views

[quote] I'm ready to start hearing stuff on the expansion. Lots of ways you could go, curious to see which way you did. [/quote] Yeah i'm starting to get curious about this myself. I hope they don't muck with the core design too much... because the the foundation of the design (to me at least) is great. I don't see major things that need changing... just tidying up / enhancements in some areas, som

221 Replies 588,578 Views

Thats funny, I've been wondering about the campaign too because of logged 200+ hours of random maps and haven't even looked at the campaign. Can I add another question in addition to the orginal post... does the campaign explain any of the lore / background / more info about the race etc at all?

5 Replies 6,715 Views

Yep fair enough Kongdej. The general consensus seems to be that Sions are a bit lacking / not worthwhile / overpriced. The reason i'm interested in this is because i've been looking at modding in some additional "Sion-like" units that get perks when they level up. I'm just finding it a bit tricky to come up with a balance that makes them not as flexible as henchmen but more useful / less expensive than Sions. I am looking at going for something pretty m

12 Replies 12,171 Views

[quote] I've also never seen an AI using one of my unit designs. I've made a lot of them, from early game to late game, I have never seen one in the hands of the AI, not since beta anyway. [/quote] Thats kinda suprising... i've seen mine that seems to work ok.

14 Replies 10,698 Views

By faction I believe. So maybe the factions you're playing against don't have any Warg units. You could check... start the game up with cheats enabled... choose one of the Empire sov's... start game, hit Ctrl-R to research everything then Ctrl-M to get some gildar and other resources... then settle a city and see what units can be trained. If there's no Wargriders... you could design some... then you should see them used by AI next time you play against that

14 Replies 10,698 Views

@Ben - heck yeah that's a good one thanks, added it to the list. Wow, thats a big one in favour of Henchmen. Really Sions pale in comparison. I think that kinda sucks... because I tend to think that if you are playing a Altar Empire you have access to both units.... and it would be nice if there was some reason to go for a Sion in preference to a Henchmen in some cases. At the moment I can't see any reason why you'd want to do that.

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Not sure I get it, how would you (or the AI) know how many times you're going to be attacked in a turn thereby letting you make any kind of choice?

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For what it's worth, I think it would be good to see a bunch of the small things fixed also. We're not listed them here because you've asked for the top 5... but there's a lot of little things that could (presumably) be easily fixed. For example someone pointed out recently that the Lumber Camp line of improvements have an "old" AITag so the AI never builds them. That's like a 5 min job for someone to fix up. Cheers.

221 Replies 588,578 Views

Yeah seems the costs for the 2 units are really out of whack. A couple of other things I have now noticed after mucking about with them both a bit: - Henchmen have access to the Spell and Army unit design traits that the Sions do not (again making henchmen essentially better) - Sions don't have a blood trait at all (which I think is actually kinda weird, I guess this could arguably be something they have over Henchmen) I think one of the problems, or at least

12 Replies 12,171 Views

Hi all, Ok so possibly showing my ignorance here (I tend to use neither of these units much currently), but can someone help clarify what the differences are between the Henchmen and the Sion? So far I know that: - they both get perks on level up - neither divide experience like true champions - Henchmen can use items but Sions can't (I think) - Henchmen have access to spells (if designed that way) but Sions don't (I think)

12 Replies 12,171 Views