out of curiosity, are you expanding this mod to include the Small and Normal map sizes aswell?
GFireflyE
[quote who="Brainjuggler" reply="9" id="3374897"]re: firefly Several interesting ideas in there. Adding metal costs to arcane gear makes sense but I kinda like the split between crystal for magical gear, metal for mundane gear. Metal for buildings could work but be very careful about buggering the early game if you don't get any iron right off the bat. Adding more things like the Guardian Idol is a great idea and definitely worth exploring. Ultimately, I still think the ba
[quote who="Aerion Istari" reply="11" id="3374979"]I've always treated staffs as a focus item first and a weapon second. But a staff that gives a low power ranged attack without a mana cost would be a good addition. But the big problem with anything that gives a ranged attack is the huge hit you get on initiative. That means they may not be able to cast that crucial spell in time to save a champion or win a battle. I understand why they do that (to reduce kiting) b
Couple of logistics questions: You mention this as being your second master quest. Where is the first ? (or is the default the first) Is it a replacement effect or can you still do the default master quest while this mod is loaded? Will be downloading when I get home. XD
[quote who="Derek Paxton" reply="21" id="3374886"] Quoting GFireflyE, reply 15 I just wanted to play with them a bit before I checked them in. But I appreciate all the feedback, it's great! [/quote] Awesome! Thanks for your interest Derek.
Good Morning Another thing that has been stewing on these threads of late is the current balance and availability of metal. See other threads (as I'm sure you do) for details. Is there plans to address this balancing concern in the 1.2 patch?
In addition to metal costs to late game magical items, one could always consider metal as a cost for city improvements. As an example, the Guardian Idol has a 10 Crystal cost associated with it. Surely there are improvements scattered around the tech tree (especially in the mid-late game) that requires metal for there construction. As low hanging fruit, the improvements that improve metal collection should have an initial metal investment: Smelter => 2 metal to constr
Good Morning Still watching. XD More notes: 6) Thanks for mentioning my Economic Treaty thread. You are correct in that it would be really nice if the treaty were descibed in more detail, for starters so that players know precisely what the treaty does, and for finishers to determine whether or not the treaty is properly balanced and placed where it should be in the tech tree. 7) Excellent suggestion about the UI showing established treaties in
[quote who="merlinme" reply="7" id="3374709"]Thanks for the suggestions guys. I had previously realised that if your capital was at maximum population then bulding a pioneer was a good idea. However I had not realised that you could reduce population further by queuing them up. Presumably a relatively simple fix would be to only pay the cost for the building when you actually start building it, as opposed to when you queue it up. I guess that complicates things if you'
[quote who="Brainjuggler" reply="2" id="3374171"]My immediate concern with reducing the rarity is that you are *hosed* if you get neither before too long. But I will test these numbers and see! [/quote] Just forces you to explore a little more and perhaps invest in an outpost instead of simply relying on cities locations to provide all the necessary resources. I think you'll find that just the tip of the iceburg has been cut off by this change. It may honestly not be
I can see what you mean about the other improvements already having a plethora of other good bonuses that they will be built anyways. Them being end game though, +1xp/turn isn't going to be ANY incentive to keeping your troops/heros in the city. That's just a 'oh, well...they're there anyways' type of bonus. In my catapult's mod, I've moved the catapult being released with the Watchtower Improvement over to the Warrior Temple Improvement and gave the
-1 if it means any sort of faction to facton balance in terms of nerfing. Not a fan of taking a single player game multiplayer.
Good Morning Very cool idea! That chain of improvements is often overlooked and this may be just what is needed to spice things up. I do question game balance though when comparing your new improvements to that of the Adventurer's Guild, the Arena, the War College, and the War Temple. (the first granting xp to heros and the rest granting xp to units.) These all grant only +1xp/season and when, if to keep the importance of these structures greater than th
[quote who="Alstein" reply="5" id="3373857"]for staff units: my idea. Nerf damage, but give spell mastery a big bonus to damage so champions find them more useful. the issue is they are too effective for troops, not effective enough for champs. [/quote] I just moved the Glyph Stones tech further down the tech tree by one. Also attached an addition prereq (Enchantment) to Arcane Mastery. Considering that the Book of Mastery vict
It's a common enough concern. I've been tinkering with the Rarity of Iron Ore in an attempt to solve the problem. I think I've balanced it out...but I need to play some games right through....and would like others to do so as well....before determining if the fix has been found yet or not. Essencially, I've reduced the Iron Ore rarity from 300 to 250 in the CoreWorldResources.xml. I immediately noticed a consequential problem emmerge, being that Crystal Crag be
[quote who="UnleashedElf" reply="14" id="3373732"] My goal is to give each AI player a unique champion at the start of the game. [/quote] umm...doesn't that already exist with their Sovereign? [e digicons]:fuzzy:[/e]
lolz. I think everytime you have traded technology with another faction you have received 3 gildar back in the transaction. Wacky coincidence.
[quote who="TheTeaMustFlow" reply="9" id="3373682"]Am I the only one who economic treaties everyone, to speed up general movement and to scout? With a lot of players, I find that racing free fire-and-forget 8-effective-movement scouts straight to everyone else's capital repeatedly gives me a lot of valuable information. Even when that gives less money than a trade treaty, it still always struck me as more useful. [/quote] A perfect example as to what I hoped this thread would
[quote who="davrovana" reply="5" id="3373630"]If there is an unbuilt resource inside the city, you will be allowed to click on it and the "Build" option will appear. An unbuilt resource, even if in the middle of a city, counts as a separate entity from the city. I have conquered Resoln cities with shards altars in them. Since Resoln's are unique, they get razed. I then just click on the unbuilt shard, and it acts as though it were a new shard out in the w
[quote who="Frogboy" reply="449" id="3373450"]@Valve's take: Valve only takes 30% if it's purchased on Steam. But by "requiring" Steam to download the game, we can manage all the channels (including direct sales where Valve gets 0) using Steam Pipe. Putting everything else aside, that one feature is enough to justify requiring Steam for most ISVs. And no, putting up a ZIP of every change and requiring users to piece together all the ZIPs to get the l
Did you see my post in Changelog 1.2 ? ;)
[quote who="parrottmath" reply="8" id="3373525"]Nice to see that my tricks are paying off... Heavenfall uses that trick in a few places as well. It's rather useful when you want your mod to be modular. Mild issue is that others may not know it and if done too often it may lead to compatibility problems with other mods. Something to be aware of when playing with these tricks. [/quote] Quite true. I thought of that going in. However, I didn't think anyone had come close to
Good Morning! I am proud to present, with some help from Parrotmath, my Improved Catapults mod! In short, catapults just were not accessable early enough in the game and I thought to design a lesser catapult version that can be played with throughout. The original catapult has also been upgraded into the greater catapult, providing a few new surprises to keep it interesting to play with. Note that the Watchtower has also been revamped in order to accomodate the ne
[quote who="GFireflyE" reply="6" id="3373455"] One more question. Forgive me if Heavenfall has already answered this question twice already, but I can't seem to get my head around it so I'll ask it again just to be sure: It would seem that the only left for me to do to make my catapult additons into a standalone mod is to remove the Gamemodifier from the CoreImprovements that attach the catapult defender to the Watchtower Improvement. Is there a way to obtain
One more question. Forgive me if Heavenfall has already answered this question twice already, but I can't seem to get my head around it so I'll ask it again just to be sure: It would seem that the only left for me to do to make my catapult additons into a standalone mod is to remove the Gamemodifier from the CoreImprovements that attach the catapult defender to the Watchtower Improvement. Is there a way to obtain this objective through the mod directory only??<