Good Morning Am playing a game with your 1.0 version. Just stopped by them on turn 125 to see how they are doing. Here's what I found out: - They have 3 cities.....ALL villages still. Considering that I have a level 3 city and a level 4 city, I'm thinking something is wrong. - There were several really good locations for outposts near them, yet no outposts. In fact, it looks like they haven't built a single resource. - They REAL
GFireflyE
[quote who="Primal_Savage" reply="4" id="3434563"] Well, what I'm gonna say is somewhat contradictory with what I wrote earlier in reply #1 (and yet...) but in the original CoreAIDefs.xml, there are NO values above 5.0 for "Game Phase Priorities" When I did mod it myself (XtraSavageAI_GamePhase.xml), I made sure not to go above 5.0 and instead, I worked on the relative value of each category. <br
Good Morning In the ElementalDefs.xml file, I have made two changes to increase the visible tile yields in the game. - Increased MinValidTileYield from 6 to 7 - Increased MaxValidTileYield from 9 to 10 This change has been met with great success, imo, as the AI are forced to choose better locations in which to settle and there are fewer available 'garbage' locations lying around. That said, I have recently notic
[quote who="Rotlung" reply="2" id="3434469"] I think it's mod-related. The AI is expanding quite quickly in my games.[/quote] okay...so if it's mod related, then the journey begins for me to determine which mod(s) is causing slow growth amongst the AI. I'm instantly drawn to DSRaider's AIplus mod whereas his AIDefs+.xml file tweaks all of the AI priorities. A second opinion? http
Interesting. Will look into it. Gotta make sure the result is still compatible with Parrotmath's MilitiaArmor mod...to maintain balance of the militia and archers to that of the unique units. Thanks for digging this up.
Really do love this mod. Items are very balanced for the most part and so many of them are intrinsically unique. Awesome job! [e digicons]:thumbsup:[/e]
Good Morning In the recent games I've been playing I have noticed what I would construe to be a problem: The AI doesn't expand in the early game. It usually takes an AI player 50-75 turns before building his first outpost....and doesn't build his second city until turn 100. Considering I have 3-4 cities by turn 75, the game is already over. I can queue 4x as fast as any of my opponents. There is only one AI type that seems to keep up: The expansion ty
[quote who="fsemprini" reply="17" id="3379327"] You have to scroll down to see the 6th path - Ranger Path Or you can download TraitPathChoiceWnd.rar and extract the file TraitPathChoiceWnd.dxpack to \Steam\SteamApps\common\FE Legendary Heroes\screens Please don't forget to save the original TraitPathChoiceWnd.dxpack for backup! [/quote] LOVE IT! Thanks. It's a real shame this doesn't work fr
[quote who="Spiffy McBang" reply="3" id="3276370"] I know I can design units to have horses, but is that the only way to add them? Kind of wish you could upgrade units to have horses like you do with armor and weapons.[/quote] +1 Awesome idea! Implementing horse/warg mounts in the Upgrade screen would be really really awesome.
That sounds.....glitchy...
[quote who="Primal_Savage" reply="11" id="3433871"]Update [Feedback always welcome!] - Toned down most XtraLessUnrest files. They still do a damn good job at helping the AI expand. [/quote] I'm actually really enjoying DSRaider's attempt at reordering the AI's priority at city improvements to focus on unrest and production (found within AIPlus). Perhaps something to look at to further improve AI expansion?
Here are some more comments/notes/suggestions: I've started another game as Tarth as I wanted to try out the Ranger Path mod. Also added in the Upgraded Dead mod in addition to the ones at the top.....but removed the AIPlus mod that I commented on a little earlier in this thread (didn't think it would be fair to comment with that one running) - Came across Magnar's capital city Imperium. It's a level 2 fortress....yet the city icon is still
I'm not a member so I can't really get in to offer this suggestion.....but I'm hoping someone on this thread will carry the torch: With all the new worlds being developed for Star Citizen, I truly hope there is the occasional Dyson Sphere.....maybe from and ancient alien race. ;) That is all. Thanks.
[quote who="Viperswhip" reply="8" id="3433662"] Well, I have heard tell and seen the odd screenshot where people raise mountains around their territory with only key choke points for entry and exit.[/quote] Raise/Lower land @ 5 mana per cast is outright abusive. First thing I did was modify CoreSpells.xml and change the mana cost to 25 mana per cast. I tend to now only use those spells for strategic advantage.
Star Citizen. This game will get my money. I have been waiting for decades for the proper 'Privateer 2'. Sure, Star Citizen may not be in the same series per se...but I'm really looking forward to exploring a VERY dynamic universe.
- You cannot clear swamps. IF you want to, I recommend downloading Parrotmath's Swamp mod in which you can build some swamp improvements. Cancelling those improvements turns the tile to blank city and then you can build almost whatever you want on the tile. - Why do you raze your outposts? They exist for your benefit. The Arcane Monolith is effectively the same structure as a pioneer constructed outpost. It just costs mana instead of population and queue time. Hope t
[quote who="Darxim" reply="2" id="3433599"]... but I've kind of given up on it, and this game because of them. I really like the game, but the bugs can be too frustrating. I've lost games to bugs. [/quote] Little sad but true story here: I was just speaking to a friend yesterday this kind of thing. He never posts and isn't interested in the threads at all. He's interested in playing the game. He found LH on a steam sale and reall
[quote who="NaytchSG" reply="22" id="3433322"]I also play with dsraider's AI and new factions mods, abob101's Demon and Wizards mod, your version of the unique city defenders, parrotmath's snaking, swamp tiles and armored militia mods, and Hellion's Black Market Bazaar. (ooh ,Hellion's just updated with more stuff )! [/quote] if you don't mind....toss me some balance notes the unique defeneders. An outside opinion would be very helpful...
[quote who="tjashen" reply="1" id="3432870"] This mod has been added to the Regularly Updated List of Mods for E:LH, under extensive mods. [/quote] Thanks. Probably the right place for it until I figure out to make the mod without modifying the core files...
Will be keeping my eye on this mod. [e digicons]:thumbsup:[/e] testing and feedback to come...
[quote who="NaytchSG" reply="20" id="3432994"] Keep it up! Especially share your gripes about flying units. Sad that MOM had it figured out 20 years ago [/quote] Alas, it wouldn't be fair for me to continue writing them down because I am currently playing with DSRaiders AIPlus mod. MUCH changes....I think too much for me to write comments. However, if I received acknowledgement from SD that this type of commenting provides use for future patching, I&
[quote who="parrottmath" reply="176" id="3432818"] Unfortunately, I don't think that is possible. There are several alternate solutions to this issue. What could be possible is the ability to build these bases as a prerequisite to build a wonder in general. It won't upgrade from the base building, but automatically be a separate building altogether (similar to how the forge of the overlord works). One could set up a special resource that ea
@Parrotmath Good Morning I've been taking another look at your wonderbase mod in an attempt to fix the problem where your 'base-wonders' can be rebuilt after the final wonder version is complete. I've come across a question: Is there a way to embed the 'once per faction' of the wonder-base into the corresponding final-wonder? This would 'ghost' the wonder-base as it would exist within the code of the final-wond
Good Morning! I am proud to present, with some help from webusver and DSRaider, my Unique City Defenders mod! I stumbled across a fascinating selection of unique defenders in webusver's patchwork mod and set to design unique defenders that is more balanced for the base game. Now Mages will defend conclaves, crossbowmen will defend towns and knights will defend fortresses. Thanks also to Primal Savage for the use of his City Hub deconstruct allowing
[quote who="StevenAus" reply="2" id="3432691"] I think he wants to place custom defenders for each town type (using your mod stuff as a basis) as he mentioned in another thread. So town, fortress, conclave would have the custom troops but not the original default ones, so they would be customised without making the town incredibly difficult to capture.[/quote] That is correct. I plan to replace them. I really do like the concept of unique defenders as webusver laid out in