Just a question to all you modders out there. I have never done any modding before, but I find myself increasingly interested in introducing my own trained unit traits to the available list. Is there some .xml file somewhere where I can edit in my own traits? I'm not sure where or how this could work, but I would appreciate any advice that you guys can give me. Thanks!
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[quote who="BernieTime" reply="2" id="3351370"]Unlike the Spear's Impale, Cleave offers more opportunities for use as Spears can be tricky to line up for Impaling. [/quote] I actually mainly use Impale to poke enemy units when my spearmen are trapped behind lines of friendly units because of really narrow tactical combat maps and all my higher-initiative units starting out behind my lower-initiative ones, making their turns essentially wasted. Actually hitting multipl
[quote who="NaytchSG" reply="9" id="3351165"]And alstein great thoughts on adding more traits for heroes/units to choose from. Pretty easy to implement and it makes the mounted range or melee skill take up one of the three trait slots in unit design... [/quote] I was trying to gather race-specific traits in this thread , but sadly no one seemed to have many ideas for it! I am really in fav
I think the best start I got on a random map was when, after founding my capital city, I realized I was on a little peninsula with only a two-tile-wide spit of land about 10 or 15 tiles long connecting it to the mainland. Which would be fine, except that little spit of land was utterly clogged with Brood Hunters, Escaped Juggernauts, and Dragons that I couldn't walk past due to all the terrain being swamp. That was one of the only instances I have restarted to get a better startin
[quote]Now if only there were a third warlord in this game ...[/quote] If you had a third warlord, you could build trained units as a source of income - who needs markets when your paid mercenaries instead pay you? I think you should go make a game with a bunch of custom factions, each of which are headed by a Warlord Sovereign. Who knows, maybe you could even get your troop upkeep costs down to -200%, where they are paying YOU twice what you used to pay them for the privilege
[quote who="TiduZ1492" reply="4" id="3350304"]If you go with mancer faction you can build units with roadbuilding from turn 1 and pioneers can build roads. [/quote] I know this, except sometimes I feel like playing a different faction and find myself wondering where all of the roads have gone [e digicons]X|[/e]
So I started a new game with Capitar as Carrodus (possessor of the Tactician I trait), and almost immediately noticed something odd when I chose, on a whim, to make him into a Commander. https://dl.dropboxusercontent.com/u/105034567/Pictures/LegendaryHeroes_1367055445.jpg I shouldn't be able to choose the Tactician II and III traits without taking all the accuracy bonuses fi
Oh my goodness, I love almost every single thing in this post. Your idea of how to defend monster lairs from being just looted and forgotten is my favorite! [e digicons]k2[/e] for sure, such excellent suggestions.
[quote]On a personal note, I also wanted to thank you for my free copies of Fallen Enchantress and Legendary Heroes, it more than made up for WoM.[/quote] Free copies? I wasn't informed of this! I demand a refund! Just kidding, of course, the devs have done a wonderful job [e digicons]:inlove:[/e] Points to them!
That's assuming you even earn the right to build roads in the first place, which isn't nearly guaranteed.
Azunai asked for a similar thing on this thread . It's a good suggestion and one that shouldn't be too hard to implement.
[quote who="OliverFA_306" reply="11" id="3349989"]Ssssshhhh don't complain about unrest or devs will remove it! *encumbrance* ahem... *encumbrance* [/quote] Shh, don't talk such mutinous talk, or the forum's unrest will rise and the devs will lose productivity [e digicons]:X[/e]
Is anyone interested in adding to this thread? I would have thought there would be lots of good ideas out there for this kind of thing.
[quote who="Gandalftheredskin" reply="97" id="3349916"] Type -cheat into the space provided. Start a new game with your custom race, and use Ctrl-J to research all techs, then design away. It's not an ideal system, but it works. You can also backup the relevant files to keep them from being overwritten, but they might not work with the next update. [/quote] Thanks! I think a couple of people mentioned that you could do somethi
[quote]A system for viewing and modifying a faction's units, and selecting which units are available for the AI to use.[/quote] Right, came back and looked. +1 to this one, it seriously needs to be done, especially with the way in which new patches get rid of your custom units for each faction. Re-designing them means you have to re-play an entire game with each faction in order to get your custom units back up and running.
[quote who="Trojasmic" reply="166" id="3349823"]The only bad thing about these patches is that just when the AI starts getting good because they're using my unit designs, Derek releases a new patch and renders all those designs obsolete.[/quote] I know, right! This keeps happening to me as well. I make all these neat units for each faction, and then a patch comes along and is like: "Whoops, sorry, you might want to redo that." And because you can't design a unit until
[quote]Reduced Stables from from 1 horse per season to 0.5 Reduced Kennels from from 1 warg per season to 0.5 Increased the training cost of mounts[/quote] Yay! This was something that I personally wanted fixed. Seems like Stardock is listening to our suggestions after all [e digicons]:grin:[/e]
It's come up a lot in posts that each race should have a set of unique traits that only their units can take at creation in order to give each faction an even more unique flavor when it comes to their playstyles. What I want is to collect everyone's opinions and suggestions here, so we can build up a community list of traits for each faction that you guys can add to and vote for. I will endeavor to update it as often as I can! I have started it with some of my own suggestions.
[quote who="GFireflyE" reply="15" id="3349232"]As to why cities can't be flipped - why not? If an opponent ZofC applies strong pressure against one of your cities than you're unrest of that city should increase. There is actual tension being seen. Obviously that unrest penalty should take into account treaties and alliances and stuff as well as how strongly the ZofC is being pushed. In the end however, if your city is dwarfed by another growing empire, at some point it should revolt o
[quote who="mqpiffle" reply="10" id="3348790"]So you're saying the heroes are legendary then?[/quote] I don't think so. That would be a bit of an extreme and unreasonable conclusion to jump to.
[quote who="NaytchSG" reply="9" id="3348785"]Hmm. Ok. I usually find it easier to build a few buildings and get the same level of bonus. Of course, I go out of my way to hire heroes with different spell schools than my sov so I have a little bit of everything. I retract my blanket statement, but will maintain that more essence for at least your capitol is more fun.[/quote] Yeah, I tend to end up with a mix of heroes that don't really cover all that many spell sch
[quote who="davrovana" reply="13" id="3348911"]Having the catapult cost 100 gold seems like a nerf that didn't need to be done. If it's going to cost 100 gold and not benefit from squads and company techs, it needs to be beefed up.[/quote] They cost gildar to build, as well? Wow, they're even more useless than I thought. I didn't even realize at that point in the game where I got them that they cost money to queue.
[quote who="GFireflyE" reply="10" id="3348892"]In the Civ system, each tile had a % weight associated with a tile's loyalty to a given race. Perhaps something like this also has to be considered for FE. Thoughts must be given to the three types of ZofC interaction: City - City, City - Outpost, and Outpost - Outpost. While not perfect, here are some ideas to address this:[/quote] Yes, this was a good way to represent the shifting control of borders and gave you some warning when a
[quote]Cities should have a garenteed ZoC of 2 Outposts should have a garenteed ZoC of 1 An outpost cannot be closer than 3 from a city, and vice versa you cannot settle a city closer than 3 tiles from an outpost. Outposts can never be built within another faction's ZofC Cities can never be built within another faction's ZofC (not sure about this one) (thus, if a city has a current ZoC of 4, it would be possible to build an outpost 5 away and gain 3 tiles of s
[quote who="FuzzyGold" reply="9" id="3348368"]I would like to eliminate the 3 city types and have a leveling tree.[/quote] I don't know about that - the three city types and city specialization is something that is pretty unique to FE (I at least haven't really seen it in many other games), and I don't think we should rush to get rid of it when really there are other things that are more important to change, first.