First tier should have both a long and short bow. The long bow should not be usable while mounted and have about double the range and higher damage. Second tier (laminated?) should increase range and damage on both. Short bow should have about 3/4 the range as the basic long bow. Long bow should now require either the Strong or Muscled trait. Third tier (composite?) should increase range and damage on both. Short bow should have the same range as the basic
JuggmasterZero
[quote who="Tuidjy" reply="26" id="3278688"]It's a common misconception that size has anything to do with the range of a bow. It's all about pull. (leaving aside arrow characteristics) Most games have the yew longbow as the pinnacle of archery, but that's simplification at best and ethnocentrism at worst. Given time and technology, humans will come up with a bow that matches the pull of a human male, that uses the materials available locally, and that fits a
If the AI can handle the limited range of throwing knives, why can't it handle bows having limited range?
Got it. Will do on the quoting.
You might be able to do some cool stuff with that. Would you be able to give a city -10% unrest for ten turns then +20% unrest for five turns? Kind of a rush production thingy that would speed up production without costing gold up front. Would be a cool trait for Path of the Governor/Slave Master depending on the flavor text...
So I would put this in CoreResources.xml: [spoiler][code="xml"] Basic Weapons Allows production of basic weapons for unit training. BasicWeapons 0,0,0 Yield_Essence_Icon
[quote who="Heavenfall" reply="1" id="3273576"]Option 2: Build an improvement that produces a local resource in the city. The weapon requires the resource. This solution gives you a weapon that can only be built in a city with a blacksmith, and only while you control it. This type of weapon is problematic because the AI doesn't understand stuff like this, and you will rarely see a unit with such a weapon as long as there are other unit designs for the AI to choose.[/quote] <
If I wanted to require a Blacksmith before units could be trained with Axes, how would I do that?
FE Editor spreadsheet!!! https://forums.elementalgame.com/434562
I have only skimmed this as I haven't had a need to use it yet, but it should at least get you on the right track: https://forums.elementalgame.com/419061
Thanks!
Sweet! Is the ability to have separate tech trees for different races enabled? If so, how do I configure a race to use a separate tree? That would make experimenting a lot easier/safer.
Just to make sure I've got my mind wrapped around this...a hypothetical exercise! If I wanted to eliminate the Training tech I would: 1. copy Techs_Amarian.xml, CoreWeapons.xml, CoreArmor.xml, CoreImprovements.xml, CoreUnits.xml, and TechTree_Amarians.xml into the My Games\Fallen Enchantress\Mods folder. 2. go into Techs_Amarian.xml and remove the Training techdef and the Training prereq from Weaponry, Drills, and Mounted Warfare. 3. go into
[quote who="Lord Xia" reply="40" id="3270238"]Axes don't have to be as good as swords, they need to be balanced by needing less resources and time to train. There are other ways to balance them out.[/quote] ^^^^ This. [quote who="NanakoAC" reply="41" id="3270270"]Personally, i disagree. I don't think one class of weapon should be allowed to be objectively better, but also more expensive. This imo removes strategy from the game, and makes it more a game of economi