Hope to see this mod soon. About Damage and big armies.I have a suggestion. Currently, as more people, more damage. That is the logic now in the game: all troops in a unit get an attack. But in a real battle (I suppose) many people did not have the chance to hit, or should have to wait untill the front lines were broken. So the idea of a big army is to have more HP, but the damage maybe shoud not be increased in the same scale. I mean, 300 men with a 5 attack would not deal up to 1500
SOLOSOL
I'm playtesting, but I have little hopes in AI using them. I never saw a mancer AI building roads but who knows... About 2 and 3, I gues it is possible, but don't know how to.
Well, as the mancers can roadbuild with pioneers and they have no upkeep, I think it balanced as far as the game can be modded now. The idea is that each road piece took some gildar, like 2 - 5, apart from the upkeep. Mancers got that for free. But roadbuilding seems to be hardcoded. If our experts find a way to attach a cost to each road piece, I'd be happy to do it. Even more, I would like that each pice of road would take all the turn, not like now, that you can move-road
Just tried it, and liked a lot. I'm going to use it from now Thanks for sharing
1. It seems I changed the production costs and forgot to redo. It's Ok. 2. I deleted 1 and they showed now. Roadbuilders are here :) 3. I think 0.3 per member, a 0.9 total/turn is a fair price to pay. I added 35 , so they have 75 production cost. More than a scout, not so much than a pioneer. 4. It took me a lot to manage with Roadbuilding and Roadbuilding_Level, and finally
Well, it all comes from wanting that all pioneers could build roads, not only the mancers. I have no idea of modding, and I have not seen a "guide for FE newbie modders yet", but Heavenfall showed me a code that seems to add the trait "roadbuilder" (https://forums.elementalgame.com/434562/page/3/#3284806) And it worked: now all my faction pioneers got the roadbuilding trait. Here is the xml <a href="http://dl.dropbox.com/u/24075181/RoadbuilderPioneer.rar
I copied your code in a xml Then, I copied all the code in Coreunits related to pioneer_altarian and added, after Weak, RoadBuilding_Test I did the same with all the rest pioneers, except the mancers. They will keep the same. I think I'll create a new unit, a roadbuilder,&nbs
After some trying, I finally got it, and is working so fine. Thanks a lot :)
Thank you Heavenfall I tried RoadBuilding_Level and it doesn't work :( I changed other bonus for the pioneer. Some worked, and other ones did not. It seems something related to RoadBuilding and RoadBuilding_Level, it seems they are not accepted for pioneers different than mancers Maybe it is not possible?
I want to add the roadbuilding trait to all faction pioneers. I used FE Editor, Units tab, and then SelectedAbilityBonusOption and added roadbuilding to all pioneer units. Just the same as the Unit_pioneer_mancer.After that, exported CoreUnits and replaced the vanilla. The problem is hat doing that, all pioneers disappeared, could not train them. Then I added the modded file to the mod folder (and restored the original backup). The same. I even added the new co
I've been thinking about it. Raise/lower or buffs for units or champs, or even cities... What about adding a button somewhere in the UI* with the "RE-CASTING" skill? This is, casting again the last used spell, whatever it was. *The natural place would be at the side of the "SPELLS" button So you don't need hotkeys bars and nothing else, just hit that button and last spell is casted. If the button said what was the last casted spell, that