I would build it for the reduced champions cost alone, except that I usually run Wanderlust or Adventurer anyway. As for the xp bonus, yes, it's wayyyyy too weak to be helpful. I think it could use a bump -- it's not going to unbalance things horribly allowing heroes at home to gain a few levels.
verwandlung
So, what XML editor do you use, Heavenfall?
Oh well, I was able to paste most of what I did back in. Whatever I did to screw it up ... was apparently not trying to achieve anything important or memorable. Must have been stupid. C'est la vie.
Reverting Core Abilities worked. Weird. Can it get too big? Does everything need to be organized under some additional criteria of which I'm not aware?
Doesn't seem so. I think it's just something I did in CoreAbilities. Sometime, somewhere. This will teach me to code incrementally and test, grr.
It crashes visibly as the game starts, meaning the game won't update the XML being used. Soooo ... a problem in one of the scripts. But is there something specific that causes this?
If you move the challenging factions to hard, you'll probably notice a difference. Hard is where things start to take off.
Found something: PathOfTheGovernor isn't working for some of the options, because their prereq references "PathOfGovernor" instead of "PathOfTheGovernor1". This goes for path of the merchant, sage, and maybe some others. === In re: your post. I guess what troubles me is a trait like charge. Before it was useful ... now it's hard to take. Initiative -3 means they will get fewer turns. But ... I guess
[quote] And thanks to the AI's presumably free production bonuses, the city had an impossibly large number of buildings already in place, resulting in a massive powerbase in one easy stroke. Of course for all this difficulty, the AI still isn't any better at combat. I took all this with my soverign, a champion, and an archer. And now that i have a powerful fortress to start cranking out elite juggernauts, i don't forsee any problems[/quote] L
[quote] The traits you suggest are already in the game as special faction traits. The ones you don't like I think you have just not seen a strong Bushido unit. A spear with +9 attack strikes for decent damage up until death. It's a great trait for your weak militias and tank units that use many counterattacks.[/quote] I always pick strength and muscle, always those two, and usually the third one is Bushido, but I feel the
Hey, thanks. That does work fine for me , since if I want to I don't mind editing traits in the files themselves. I will try it! Thanks again for putting this together.
Alright, I guess that must have been what I was using when I noticed. I'll check again.
[quote] Says who? The International TBS Commission? Age of Wonders is nice, I agree, but Homm3 contains some really very strange concepts, basically the fact that you spend all the game pampering your killer stack hero with experience while heavily using save/load - because frankly, once you lose it, it's game over. We tried it in multiplayer, and it's an absolute disaster. It's not a "strategy", it's riding around collecting exp game. [/quote]
Thanks! I noticed and was annoyed about them being missing ... figured someone or Stardock would get to it. I probably won't want to replace the CoreAbilities and other core files for this though, because I will overwrite other mods or my own changes and this is a small change, you know? Did you perhaps put the additions in your core files at the bottom, so I could paste them in? :) Thanks again. I also noticed the deselect problem you mention, in core
HOMM 3 and Age of Wonders 2 Shadow Magic are the crown jewels of the genre. Fallen Enchantress could potentially match or exceed them in time.
That's awesome. You're awesome. You should check the UnitStat_ManaFromKills mechanism as well if you didn't, since I think I noticed Staff of Souls being questionable as to whether it worked.
I use it on my one-path warriors sometimes. The casting time makes it usually not worth it, but if I can't move and attack in the first turn then I'll cast it if the enemy doesn't have ranged weapons and is going to spend their turn approaching me.
Just tested, not working either
oh man, this was frustrating. good to know.
I'm not positive the Staff of Souls works either, or perhaps under what conditions it works. I don't notice an increment after kills.
Yeah, I didn't notice a lot of errors per se when I briefly had them both on. Non-sovereign champions tended to be messed up (blank ability spots, screwed-up equipment, lack of abilities, etc.). It worked though. And it was interesting.
[quote] Thanks for the report. I'll make a check and do a minor update. Hope it didn't ruin your game. [/quote] Not at all! Big fan of your mod!
I believe the arcanist resist elements ability has a little mistake and is (the one that is supposed to give 20% to fire, frost, and lightning resist) is not working at the moment for that reason. In your coreabilities.xml you have the variables written for this ability as "UnitStat_FireResist", "UnitStat_FrostResist", etc. The working variables are "UnitStat_ResistFire, "UnitStat_ResistFrost", etc. I believe. (As seen in the racial resistances later in the file.) ("...MagicRes