thadianaphena

thadianaphena

Joined Member # 4836768
31 Posts 330 Replies 11,210 Reputation

The problem is that in one of the older versions I had an art tag using small plot size for the building but large for the wonder, making no space for the wonder to be built. Edit: Fixed. I had a problem with art tags. So, if you ever make a building, just remember you can't "plug in" any , because they come in two different sizes. If you have a small size for building 1 (normal town building) then upgrade to something with an that is bi

2 Replies 3,864 Views

hopefully you upload it when your done, im looking at making a few spells that add resources when cast (trade mana for crystals or mana for horses essentially), which is different than spawning a thing within your radius. I like your idea, and I hope you upload it when your done. It would really compliment my Mythic Buildings Pack 2 (which will specialize on buildings that add Wargs, Horses, Metal, etc.) So far the only problem is the in-game grap

7 Replies 4,516 Views

I was wondering, is it possible to take the art for say, a monster or "something else" to use as your Sovereign. The basic Idea is to "create a soverign" then replace all codes referencing its appearance with art tags for various monsters or other units in the game, to make "Leader of Darklings" or "King of Aosk" or "Lord Draconia the Ashawake Dragon Pup".

1 Replies 2,540 Views

1. Ability to edit "Upgrade..." function. I would like to be able to add items/abilities/spells by "upgrading" an already created unit. Example: Mage School building that allows units to "upgrade" to learn "spell x". Upgrade is already a smooth, comfortable function, so expanding its uses could only be positive. That is it at the moment. As a modder resource, I would like a guide which lists the limits of assigning an attribute to a value. For example, what can I give a

51 Replies 124,149 Views

[quote who="igncom1" reply="15" id="3335990"] I feel the buildings could benefit from being more expensive to build, but more powerful when completed. Giving the player tough choices in city development, and army production, and rewards for players who prefer to do one or the other.[/quote] This is also a good point, if buildings were "stronger" they could be more expensive. It is worth noting the design theory o

29 Replies 73,315 Views

[quote who="Azunai_" reply="15" id="3335872"]it's certainly a powerful boost in the hands of an experienced player, but a newbie is probably more likely to waste the cash on the wrong items and render the trait pretty useless in the process.[/quote] likewise, its fun to use, even if you use it wrong (as i have in the past). Gold isn't permanent, you lose it when you get something else from it. the "fun" comes from the wide array of options

24 Replies 28,750 Views

[quote who="klaxton499" reply="25" id="3334430"] I think the upgrade options are fine. It's the slot in the city's build queue that is the problem. If the outpost had a separate queue upgrades would get used more often and be another place to apply resources.[/quote] Having outposts have their own build queue. I like it.

155 Replies 131,052 Views

[quote who="Darxim" reply="19" id="3335827"] Tame Beast can be resisted, though. On the higher difficulties, using it is like gambling. I agree that Maul should have a hit limit. I hate when I start combat and a bear just runs up to one of my guys who's at full health and hits him 8 times, killing him, before I even got a move in.[/quote] for this reason the ability that makes your units go first is mandatory and you better have a soluti

44 Replies 207,266 Views

My God yes, when I told my spear maidens to upgrade, they were using hammers. my light, fast infantry turned into slow, lumbering hammer wielders.

1 Replies 5,606 Views

NO NO NO NO NO. First wealthy gave 1,000 gildar, then 800 now 500. stop it. leave it as is and consider it a feature. This is like saying the Tarth traits are OP with Wealthy because you can rush-buy 3 easy pioneers and spam cities without having to worry too much about monsters. Leave wealthy alone.

24 Replies 28,750 Views

I recently read a post claiming you can easily win Spell of Mastery under turn 200. Agreed to spreading the towers among multiple techs, and having Tower of mastery is like Dance with Dragons; the completion of a row. Also, the Spell of Making once cast, should take 10 turns to "resolve" giving 10 more turns. This way spell of making goes from the "I Win" button, to the "10 turn countdown" button. Casting the spell makes eve

32 Replies 96,723 Views

[quote who="Lord Xia" reply="14" id="3335618"] I'm still surprised this strategy would actually work as described. The dragons in the game are far from weak and with fear, fire, and the dragon's attack, I just have a hard time with 3 bears and a commander killing a dragon. Are those commander traits for accuracy stronger than I think? Do they also have the accuracy faction trait, lucky I think it is? I still have a hard

44 Replies 207,266 Views

Because of ZOC overlaps, i would like to see the ZOC for an outpost highlight it when I click the outpost. This would help my "outpost chain" and increase my use. I discovered outpost spam can and does work with arcane monoliths but you have to commit to the strategy or it fails the moment you stop your commitment because you won't have a city in your spam-zone to rest units in and rush new defenders if you have to.

155 Replies 131,052 Views

God no, absolutely never. Maybe if I have a late game worthless champ come, who already has it, I might station it... However, as for consciously and intentionally developing a unit just to sit it in town... no. That would waste all the monsters on sitting around in town instead of leveling a water/death mage or a fire mage or an archer assassin... I will be blunt on this. Move all the "All Units in Army get..." perks from Defender to Commander, a

26 Replies 106,071 Views

There is no trade off, and the armies + research move too fast to sit around and stall, maybe difficulty level is the problem. That said, I would like to see more incentives to go tall by having some buildings with limits of 3 per faction or 5 per faction. I also like having more buildings that depend on settlement type, however there is one problem. I will never build a unit outside of a fortress once I have my first fortress up, and I don't

29 Replies 73,315 Views