[quote who="domino215" reply="50" id="3341610"] Without checking patch notes to see if they made any changes on this; I vote for 1 horse farm supports up to X units of horseman. It would drastically increase the strategic value of horse farms because you would need more than one, and would pursue additional horse farms based on how many units you want to field at once on horses.[/quote] I agree with this for Wargs as well. I could also see a logic for Metal and Cr
thadianaphena
Incredible! Great work, and keep it up.
kill stronger monsters, and take exp traits, wear items that give exp bonus, cast tutelage. yes, leveling is slowed down if you kill weaker monsters.
I am also struggling to remove enchantments from my units. I favor the concept of giving strategic spells a casting timer, which allows counter spells and resistance etc.
This faction will be mounted the entire game, except for pioneers and only because I don't know how to make that happen. Weakness, you ask? [quote] Player &nbs
I wonder if clothing can be used for Armor... if so, I have some work to do.
I do play with Dense and Expert monsters. 1. Monsters last all game. You aren't going to kill them ALL, and when you think you have, you will find level 20 slags walking around in groups. 2. AI will kill a lot of monsters. Then you will see an increase in aggression because the AI will have higher level units. Then they will usually aim the units at you, which gives you MORE levels from killing those units. In recent gam
Another thing you might try is placing the Unique Building by a City Enchantment spell. The player will be able to raze the city, and re-build it, however that might fix the problem of exploiting it with rebuild, because they will lose the benefit of the building and have to re-cast. I am working with an attempt to give a resource per turn for a City Enchantment however I am copying Tireless March as the base because something in it makes it "one only", just need to swi
1-2 heavy armor units in an army is ok if they can hit hard, trouble is they can never seem to hit as hard as an archer or staff user in the rear on wargs. I prefer to maximize dodge, accuracy and attack. I use the champion piece that gives accuracy bonus just because it contributes to that, cloak of shadows is great... I can't be wasting my metals and crystals on armor. I just leather up, and use crystals/metals on accessories or "choic
for my Horselord faction, i was going to have the blood trait auto-equip a warhorse, to always be mounted. I also learned you can make horses per turn come from buildings, and from faction traits if that helps. I enjoy your mod, and it inspired my own work on the nexus regarding Faction Flaws, including unposted updates; I will wait for another patch to fix some bugs before I fix it up and get some other things up and running first.
"i can buy a special weapons: like one handed spears in shops of AI and use them even if my race does not allow it (not sure it is bug) " Not a bug, you can also buy Quest Maps from Altar, for example. Makes it worth a friendly visit to the neighbors now and then.
You win the game!
how do you give an ability when the first city is settled? that might help me with some of my problems.
There was a thread about summoning a stamp for the Darkling City, and another thread about summoning stamps for Burning Land tiles. Maybe you can create a stamp which already contains your unique resource and summon it? To have it only done once, you could set cooldown to something like 800. (or whatever max game turns is these days). As a wild guess, I would make a 2-stage improvement that gives the bonus on the "second" stage, the upgrade. Most
Isn't recasting/giving "exp per turn".... [quote] Mystic Trainer Units in the Sovereign's Army receive 10 experience points per turn. S_TirelessMarch_Paintin
Didn't work. I can't seem to make a spell, ability or building which does it.
When building this, it vanishes, and is not on the map during construction, but it finishes and upgrades - both buildings don't extend the city or "undergo construction" in the normal way... [quote] Tower of Consciousness Tower of Consciousness
[quote] Unit GiveExperience 1 5&
In overall consideration, if the priority is to leave it as is, don't change it. Instead, put it in the XML so players can make their own mind, just like most other things. This is what really gives players the most fun, after all. In my "game", I would change attacking to cost 2 movement points. Most units never get above 5 movement, so move 2, attack (cost 2) then move one more is reasonable. Of course, attack, move, move, attack isn't reasonable. I will just
I have a different means of this, i research refined training, and defense and build some grocers until I have units on par.
It works! I am now starting to tinker with other global variables. I learned you can't use "Faction Experience" (Trainer for all units). This will also allow Wargs and Horses to come from Faction Traits. Likewise, penalties to production of these resources for flaws.
[quote who="FuzzyGold" reply="17" id="3340233"] Quoting thadianaphena, reply 2Beastlord has 2 problems. {A} Beasts can start out very overpowered and take down dragons with ease, especially Cave Bears. If they aren't exploited quickly, they can obsolete fast, so you are forced to "use or lose". {B}. Beasts have no upkeep costs, and don't have any animal armors. Why are these to be considered problems? Are Juggernauts and Garrotes also too powerful?<br
When you cast a spell: Enable the player to hold shift + click, click, click to hit multiple targets.
Thanks for the help! Now, I will be able to make 2 wonders (one upgradable from the other) that give +1 and +2. With this being universal, I can know that it will work for everyone. Once I get this done, just a matter of running through some tests.
Let players build ARMIES, so the AI can copy the armies players build. This would help immensely, I design units for the question of "what does this stack do" and when I need a new "stack function", i design a new set of troops. I normally have the same builds in every effing game. Warg Rider, Horse Rider, Mage Version, Archer Version. Then, the AI builds a stack of 4 archers, 1 mage and 1 interceptor (a dodge/defense tank), and gives the wrong se