I can give +3 Champions (2 with ranger paths 1lvl) file and some some reworked Ranger mod upgrade files, so to implement it in. Its work perfect buts some traits like rain of arrows are obsolete, besides of that it could be named differently and be a double time ability special to raners to throw Rain of arrouws in first and second turns-) Besides of all - overpowering is a real great when you challenge the monsters with champions of about 20lvl. 3-5 turn and oops. </
Guardianru
[quote who="webusver" reply="157" id="3433965"]Yes, I improved perk Hunter. It was so useless so I added a starting dog and +50 food in each town. Do you think it's overpowered now? I was thinking about giving additional accuracy to this perk because hunters are archers and should be able to shoot accurately. But this seems to soil balance. At the same time it's a shame that hunters Tarths with their bows are not acurate. Instead of that melee mancers are much more accurate. Als
[quote who="Primal_Savage" reply="155" id="3433960"]I can provide you with a personalized version if that's not too much work. Which file do you specifically want with event screens?[/quote] No need of personalised! I say about non "gaming" feeling, when happend on third turn event of elemetaldef changes: no movie, just list of changed features without description (so the game feels like incompleted betas).
webusver Do you have any modifications that could be overriden by XtraSavageAI_improvement_priorities and XtraSavageAI_GamePhase?
Thanks primal! About one question to you - Xtraassesories are only for units or only for champions or for them both? As i see - for both and if that i coud kill tinker and othep perks that give +to them and free a levelup perk from champions. Bad thing is that predefined units and AI doesn't upgrade to that or they do? I just has to little time to look at. And there two of your mods do the same - XtraMonsterLevels and XtraCreaturesLevels. As i see they could be merged in o
[quote who="webusver" reply="148" id="3433925"]All Brutal weapons will have lower price. Dancing Blade is od Perfect class, so it should cost more. Thank you for mentioning this.[/quote] No! Look for costs and what they give. Two handed sword - mean you doesn't have shield - so ++ to def, and with less attack and even without initiative bonus he cost more than onehanded! Hey... idea ++ there could be items upgrade when you buy items not only for gold but for... metal, mana
founded that perks that have like this AdditionalTrainingTurns > 2 AdditionalTrainingTurns > gives +2 labour cost, so because of that they come into the pool? Founded why!!!! in "coreabilities" <span cl
you need to make some new champions with that path to the pool to make it sense in global (or take some from champion bonanza, and rework them for new ones, as an easiest way)
Unit Beast Hunters has perk - Hunter. Want-))) Question - How to put some perks in the troop pool design menu? And searched in all corespells - there are +%damage to fire, but none the same to lightning spells but there minimum 3 lightning effective attack spells... would be nice to find the way to make magic perk... wish just to know how... for now i can give little upgrades by sorting the heroic pursuits and deleting or moving the perks so now they are working stable
Brutal Trog Scimitar value 80 two handed 24 att, "0" initiative, +2critchance, +1 contatt, +5 dodge and Rush through, requires lvl 14 And Dancing Blade value 72 23 att, "+6" initiative, +5 accuracy, +10 dodge, +1 contattach and rush, one handed something is unright... with traders and levels... may be because its too brutal-)
Ohhh! we forgot the everyday bath and barber too!!! )) oups... the turn is... a year... poor beggars, 1 bath per year... but new stink attack!
webusver. [quote who="webusver" reply="142" id="3433552"]1. Economy model will be deeper. Player will have to pay for unit's equipment and traits, so highly professional, highly armored unit will cost decently. Costs of city improvements and income will be adjusted.[/quote] You use gold only? Or may be research points, mana, metal, crystal, shard availability/spell knowing grain, population? for example: there must be (some/any): - "special" logistic
add please opening and ending to custompaths.xml file ps. in patchwork mod all bows has Rain of Arrows ability so it makes that perk obsolete i implemented this to battle companion ability and deleted tha companions - they are globally useles if in army there are 1 warrior or defender that could stop. Ranger is a hunter in wildland and gives a boost to hunti
one addon. may be its good to rename "Rush" ability of the swords from "Rush" ability of Amarians race? and may be some upgrade to lightning spells damage. because there are ring of +20% fire damage and magic ability - but as i see none about to air magic - lightning thunder and other.
it is a core champion, but... in any cases Tuatha has brood cuirass and broad vabraces. but if i uneguip them - i cant eguip them again. sand golem, panca archers, mercenary bandits (Wallace), familiar - doesn't low unrest in cities. and Tuatha+Huhrus = uberpower with about 150 damage. Besides of all - Thuata likes rainforced plate cuirass! It is the only piece of armor he argree to egip/unegip normally. with heroes trait i has that ogres
The sword Ghoul Touch is from your mod? if yes - there are no rush on it
little fix to do in coremaps.xml Large 7 6 width is 7 but must be 8. same strange with other maps - told one and width and heigth differs
whats the matter ah! uninstalled FELH1.5 and installed a clear copy (mod dir manually deleted). tryed to test as clear - it crashed in abuot 66th turn... may be all my problems is not the mod problems heh. And i tryed to figure problem for so much time and the there was none from mods...
and as i think pacing for research must be upped to... its no time to play one type of armor - so other comes... where i can change pacing? is it in coremaps.xls right? ResearchRateMultiplier > 1.5 ResearchRateMultiplier >
and there are intresting but strange thing - wages of AI armies like bard(with horses and athian sword and first armor type leather, but with amulets of flames and ets to full cap) has 0 gildar. (turn about to 40) milita some has 0, and some has 0.1. With massive income of AI - its just really funny. And may be its good idea to upgrade unrest of cities 4 and 5 lvl much? I has no problem with unrest from 2-3 lvl city at all from my heroes and resource addons. But it must be abo
may be simpliest idea - disable rushing production? or make it much more expensive thing?
webusver a little question, like "what about to implement?" With growin about 10 and equal food supplies its no problem to achieve 5 level town/conclave/fort (capital and 1-2 next) tp about 50th turn may be it would be good to up the city levels poplimit to higher population numbers so there would be no mass 5lvl towns appearance before
parrottmath Thank you! So it is useful when there are some "lines" of perks that doesn't need to be shown all, but the last one. and when there are just new perk - its has no much meaning, but even is bad - because the previous perks of the line are hided
Really? As i deleted - that, nothing changed. Please explain to what that pathsIDs connects? As i see, some abilities like vital strike in coreabilities has personal path ids, and some - doesn't. even in coreabilities.
So thats the question UpgradePathID and AbilityBonusType - are they nessesary? In some abilities there are ones in other no, even in core abilities not all has them