[quote who="kapeman" reply="17" id="3226685"]I applaud your modding abilities, but I, like many others, I am sure, don't have the time to mod the game.[/quote] The game makes modding very simple, and I believe, at least in my mind, that modding is a way of customizing the game to your liking, if the pioneer spam irritates you then, by all means, there are easy changes. To mod use someones balance mod, you merely need drop some files into folders, c
MidnightsFX
I have to agree with the OP on this, although heroes should be strong they quickly become gods among mere sheep. I definitely get to the point very quickly where I just use my hero to solo dragons and empires... (on challenging, I do not believe in cheating AI's -_-) As a personal preference I would go with seanw3's answer to this problem. Making the levels matter more and making the experience required much higher. Meaning your simple units can catch up a
Interesting, sounds like it worked out pretty good. Can you not get the indicator to change sides in the UI?
So I just spawned a new map, horses in my starter city zone. Research is Epic, I am going to see how long it will take me to get horses. Will report back, on slowest possible time to horses when they are literally right there. So 66 Turns on epic, with horses right there to get those horses plus the tech, I first researched civics, then the two techs needed for horses. By this time I had my second city, plus an outpost and the outpost also contained horses. So... would
Dear mother of god yes.
[quote who="seanw3" reply="24" id="3226281"]I just made Mounted Warfare require Animal Hunsbandry and Drills. So it takes longer to get to and you have to use two tech trees. Then I raised the shop cost. Problem solved. They should really make me President.[/quote] Yes Arnold, we could use a terminator right now. But besides that, having the horse require two tech trees and upping its cost is a good balance, I am not a fan of the 2 gold per turn, even if that probably i
[quote who="PanicWave" reply="12" id="3042431"]We are half way. Tanks a lot SD for the dungeons! Now we need that multi tile hero, or just some little dragon to pet.[/quote] So pets would be awesome, I am all over that idea. Maybe minimal combat abilities but slight utility here and there? But I digress, back to the original post. I believe it would be really bloody awesome to have 'monster' heroes. As already mentioned, darklings is a good and
Good to note! Did you perchance get it working correctly with random spawns in game?
May I humbly suggest Notepad ++ for those who don't want to use VSE. Notepad++ even has tabs for remembering documents! Very useful, there is also a compare plugin for those of you who are working on a quest and want something to diff with. However, since the lines will not be exactly the same, its a little buggy, but might help you get an idea of why something is broken.
Beautiful! I will probably take a look at that between now and game release (assuming your mod is open to the public). I wouldn't take any content, but maybe some code technique and style. Besides, I will probably wait a while to do any modding for the game. I do enjoy the improvements that have been made thus far anyways.
[quote who="sweatyboatman" reply="5" id="3225951"]If the AI used Magic, your monk would have been burnt to a cinder.[/quote] Quite true... Although, they do sometimes, the AI does tend to like buff and debuff spells more. A flame dart, or tremor is quite rare. [quote who="Alstein" reply="3" id="3225808"]High accuracy will counter high dodge.[/quote] Does 155 accuracy equally negate 55 dodge? Because I know block is factored
That is an interesting idea, I have not actually tried that. I will do as such, I normally play on challenging but keep the AI exactly in line with that. Asides from increased HP what other effects will be in-place?
[quote who="Heavenfall" reply="3" id="3050868"]SPIDER bears and SPIDER dragons![/quote] I would most definitely pay to have spider dragons and all sorts of mad imagination creatures come to life in this game. [e digicons]:omg:[/e] Although, mentioning dragon training as a type of magic or 'specialization' sounds bloody awesome. Flying mounts? Yes, please. But, in another reference, Mother of Dragons sounds better than Mother
I would personally be interested in this and a rather more random approach to shops. The crafting system I think would need to require certain techs in things that you would like to combine, for example if I wanted to make some kind of oddly enhanced staff with my fire axe I would need enchanting research, I would need smithing and I would need some crafting tech (to be determined). At which point I would then also need to control one or one of the 'ancient arcane s
So how about some dungeon RPG scenarios next beta? ehhhh? Skyrim could always use a break for some old style top dungeon encounter after encounter with some text in between. [e digicons]:grin:[/e] On a serious note, even without any of the information for this available. Would it be possible to add one dungeon encounter, after another with a text selection in between allowing a couple choices?
I most definitely endorse this request. There does need to be some option to make the monsters want to kill everything in sight. Also possibly a monster strength slider? I know that you can change the 'density' of monsters which is great, but having an option to have the monsters be stronger individually, and to have them be more aggressive would be awesome!
[quote who="Poko8" reply="7" id="3226058"]As for monsters - it did attack the AI, but it just didn't start moving until I revealed it. I'm not sure if I'm explaining that well though.[/quote] I would definitely agree with this, as I know multiple times that I have found the AI to have built an outpost right next to some deadly creature, slag, dragon, golemn etc.. once I have scouted that area they do seem to start attacking things. However, I have not
[quote who="GFireflyE" reply="12" id="3225883"] However, I really like the fact that horses get +2 movement and wargs only get +1. The balancing needs to happen in the other stats. Wargs should be combat oriented, with + dodge and +attack; enough to tempt you to take warg over that +2 movement bonus. [/quote] I agree with what your saying here. The utility vs attack of horses and wargs should be apparent. [quote who="Emperorjarin" reply="11" id="3225761"]
"The quest-unlocking technologies do not unlock quests. They do unlock heroes as they should." When you say this, do you mean the Ithacan leather/Sword national specialization? Because that has definitely worked for me. After researching the technology, I needed to purchase a 'quest book' which would spawn some random quest. On another note though, if you meant the random journals you get which hint towards differe
In my humble opinion, horses should probably have a different bonus than Wargs, say horses give 2-3 defense or 15 health or something? But, the +2 movement and the +3 initiative, is pretty crazy. I also think the prone is kind of completely unnecessary. For 80 gold, how about +1 move, +10 carry capacity +1-2 initiative horses? While wargs get +1 move, +10 dodge and +1-2 initiative. Perhaphs receiving an additional +1 move and +5 weight/dogde for an additional 1-2 upgrades
I have had the custom henchmen not show up. But asides from that, I have also had henchmen be unable to use a hero weapon and instead refuse to exchange the weapon they are produced with, for anything. Most say overall though, this game is shaping up pretty well! I am very excited for the editors when they come out...