[quote] I realize that my situation in that match may have been somewhat exacerbated by my unusual start, but most of the consequences have been present in all my FE games. The diplomacy AI respects relative power ratios to the exclusion of almost all else. If your power is high, Kingdoms and Empires alike will fall over themselves to offer you treaties and tribute. If your power is low, you're playing Always War until you beat the AI to a pulp, at which po
abob101
[quote] To do that kind of trait, you need to give it the choice of traits at level-up, then block all other traits from appearing in your choice list. This leaves only your personal options. [/quote] Yep that's pretty much the conclusion I had reached. I just need to rework my concept a bit seeing as they will get the popup to choose each level... so have a number of roughly equal strength choices they can choose fro
OK so i'm still working on this, what I have found so far is that the unit level prereq works fine for Spells that a champion would use, i.e. so something that appears under the "Spells" action in tactical. So for example if you add that UnitStat_Level restriction to say fireball, your champs can't use fireball until they reach level X. The spell doesn't show up in their spell list until they reach the required level. That's cool and pretty much expected 
Does anyone know of any working examples of #2 above (unlocking a spell for a unit upon level X for a unit)? I tried this with disappointing results. I added a prereq level to a spell using this in SpellDef: UnitStat_Level 2 Then attached the spell to a unit using a GameModifier like this: &nbs
Great to see some of these things getting addressed. [e digicons]:thumbsup:[/e] 1. Pathfinding / Movement Any improvements as mentioned would be great. Anything as mentioned that would help know who many movement points an army has etc as already mentioned. Waypoints would be nice too. 2. When a city gets attacked twice in one turn, sometimes it will lack all its militia defense the second time around (as posted by HF)</span
Well you got me curious. I tested this, I found that I got the free resource on 6 out of 10 times. Weird. I created this ability based on HF's Lizardman code: Free Bees Free bees! Ability_Adepts_Icon.pn
Yeah Nibelung44 and Kongdej both make good points here I think. Whilst it would be good to curb city spam a bit, need to be careful about making it prohibitive to built outposts.... because they are a neat feature. So possibly having it so that founding a city is more expensive (not necessarily in terms of gildar) than an outpost makes some sense. Certainly the different options need careful thought. Unfortunately a good solution is probably going to require some kind of coding. And I
[quote] [quote] Quoting mqpiffle, reply 7 Just curious - have you addressed the AI sovereigns/champions always choosing Assassin Path at level 4 issue with these changes? [/quote] I fixed this this afternoon. Though it's only on my machine right now. It'll be part of 1.2. [/quote] Yay! [e digicons]:thumbsup:[/e] [quote] + Fixed bug where AI knowledge trading didn't always reduce tradeable knowled
You champion, that works a treat (using the building method). Not exactly how I would have liked it but it's a pretty darn good alternative, thanks.
Thanks HF. I'll try that second suggestion and post results.
Hi all, I'm trying to create a faction trait with a bonus that always gives a particular resource type near the start location. Here's the code i'm using: Map CreateResourceHoard 1 Resource_TwlightBees 3 <Provides>
OK so as it turns out it does touch on this (briefly) in the manual. Thought i'd post the paragraph here for completeness, underlined bits are my emphasis. [quote] Cities can be settled on any location with visible tile yields. Tile yields are the green, orange and blue icons found in tiles, along with their corresponding numbers. The <span style="tex
OK thanks all that helps a lot, I didn't realize it worked that way. A lot of this stuff is not particularly clear or documented (unless i've missed it somewhere - might check the manual again). I've learnt more about how this game works from modding than playing! [e digicons]:thumbsup:[/e]
" Gorgoroth, Mordenkainen, Theleb Kaarna" These are not exactly made up of english words either [e digicons];)[/e] I dunno, I actually think the random name generator is not too bad myself. If you want to muck around with it, checkout the WorldNameRuleset.xml in your install folder. You can add stuff and it seems to work ok. For example, as a test I added this entry to the file: <ProductionRule&
Hmm interesting, not sure I quite get it though. So the Wild_Mercenaries Resource has this entry: Resource TileYieldGrain 1 1 What does the Value signify here? The Ogre resource has Value=9 ( TileYieldEssence ) an
Well i'm no expert but i'm doing a bit of this at the moment. It depends what you want to do exactly... in particular if you want to be able to Design the new unit. For example, if you want something like the Cult of 1000 Eyes ability, where it lets the faction train spiders in cities (but not "design" the spiders, i.e. customise their abilities/equipment) then it's relatively easy. Have a look in CoreUnits.xml and you'll see the Unit_BoundWidow and other t
Hi all, I'm confused, can someone enlighten me on why this section is for in the ..... Resource TileYieldEssence 9 1 I don't get what that wo
[quote]We have an expansion planned for early next year. I won't spoil it except to say that it’s going to re-design the way champions are handled in the game. We want the game to generally move towards the power of your champions be a reflection of the power of your civilization.[/quote] OK thanks <a id="ctl00__Content__RepeaterReplies_ctl05__LinkUser" class="hand" title="Click user name to view more opti
Has there been some indication that the expansion will be "champion focused"? Any idea what that means? Re. the original post, wold be great to see more monster types and tactical maps, some good ideas for the tactical maps there too.
OK so using a local resource provides a workaround. Got this to work ok. It's a reasonable solution but takes more effort than it would if the Prereq just worked... hopefully it gets fixed in future.
Thanks, was just actually reading a post about from Heavenfall about this technique (was related to using it to restrict weapons based on building but same concept I think). Will give it a go tomorrow and post results.
Hi all, Apologies for re-posting this, I originally posted in the FE forum by mistake, putting it here but with some extra info/testing in the hope that someone might have further suggestions. Basically i'm looking at this: I am trying to create a new unit type that has an improvement type as a prereq. I can use a faction trait or a tech as a prereq easy enough, but i'm having trouble setting an improvement type as as prereq. Essentially
Well it's not the best AI but it sure ain't the worst either. I've seen strategy games with way worse AI than this. It certainly does some silly things at times but overall it's ok. It doesn't seem to cheat as far as I can tell which is nice for a change. I think most would like to see some improvements in the next few versions though. Thing is there is so much other stuff about this game that is great... so personally I can live with an "av
Hi all, I am trying to create a new unit type that has an improvement type as a prereq. I can use a faction trait or a tech as a prereq easy enough, but i'm having trouble setting an improvement type as as prereq. Essentially what i'm after is.... Unit X can only be trained in a city if the city contains improvement X. I have tried this: BuildingRequirement <Attribute&
Maybe the to hit chance floor should be 10% rather than 3% for everyone... That would go someway towards counter balancing the dodge stack strategy?