I think that a massive early game mana boost might make them competitive alone, but it would need to be combined with something in the AIDefs to make more mana.
UnleashedElf
@Perigrine The problem is not when a human controls them. It is when the AI controls them that they fare very poorly.
I'm gong to be making a proposal to address the issue of weak golems. See https://forums.elementalgame.com/455619/page/1/
At the moment, golems are a relatively weak unit for their cost. Compared to Juggernauts, their Yithril counterpart, they don't really have much to offer. Although their raw endurance is pretty high, their damage is low, and for the money, trained Gilden units are arguably a better buy for most situations. I'm opening up a thread to discuss ideas to re-balance golems. I propose the following changes: - Removing the l
The only way to solve that issue would be to make a higher proportion of the wonders late-game wonders (ex: near the refined technology or right before them). That would make it a bit less of a race. There are other issues that it solves. The first is that the starting city's resources and environment have a very substantial effect on your early game progress. Later = starting is less significant, as are larger maps.
Yeah that makes sense. Thanks. +Karma; congrats btw on your first karma
It looks like the mod appears to be working judging by the limited times I have tested it. Sarog seems to be showing up. I will update if I find any bugs with this mod. Thanks again.
It's open to debate. I had hoped to be honest, to see more wonders, especially a few fortress exclusives for units.
Does that only protect against spells or is it immune to everything (ex: fire, lightning, cold damage)? From the Core Abilitiles: Immune to Magic &
Ok thanks, will give it a shot.
[quote quoting="post"] Questions: - What percentage of regular damage is a counterattack? - What percentage of of damage is the swarm bonus? Ex: If I do 100 damage and the counterattack is 50%, my counterattack would do 50 damage. [/quote] Ah that makes sense, So, counter attack: 25% by default (with sword) Warrior perk
[quote who="parrottmath" reply="699" id="3475381"] There are several ways to ensure a faction obtains a specific hero... not sure if it is possible to specify the exact level of the hero. What exactly did you have in mind? Were you thinking that once you reach a certain fame point this particular faction will get Whoseit at level 9... that can be done just not in a clean fashion. Or you could do a solution using spells in the game and summon the hero and you have control over when and h
Questions: - What percentage of regular damage is a counterattack? - What percentage of of damage is the swarm bonus? Ex: If I do 100 damage and the counterattack is 50%, my counterattack would do 50 damage.
Did this mod get updated? Should I delete the old version and download again?
Is there any way to mod the game so that a certain faction is assured a hero at a given level?
[quote who="UnleashedElf" reply="258" id="3473054"]Plenty of high end units in the dropbox link, above.[/quote] Can you clarify which files? I took a look to see where the units were. Pioneers I found, and sovereigns, but units?
[quote who="Primal_Savage" reply="257" id="3473021"] Plenty of high end units in the dropbox link, above.[/quote] Ok, I will take a look at it later tonight. Does the AI use them more effectively than the original units?
So there's several issues right now: 1. Kraxis has a massive amount of gold to start with 2. Does not scale based on target city size 3. No way to defend against the spell I think that it needs to be re-balanced in some way some how.
I think what we still need is a set of units for end game. I was talking with DS Raider about it. The AI doesn't make that great units at endgame right now.
Is there a way to mod champions so that the cannot use accessories or mounts?
He did also have some units that he made custom that were better than the stock units.
[quote who="GFireflyE" reply="1" id="3471853"] Kraxis has always had the Broken Loyalties ability. I agree in that a simple gold fee is able to purchase an entire city. Having an additional limitation added to the spell would go a long way towards balance, imo. Whether that be through and additional Fame fee or through a city unrest threshold; that would need to be played with.[/quote] I think that this should also scale with the city you're c
Is this compatible with AI+? I don't think it will be because both mods modify the game's AI, but it's worth asking.
DO you have a version control (ex: a changelog) for this mod? Maybe we could get the community to contribute some "good" endgame units for each faction so that you won't have to do it all yourself.
As it stands, the Dead are not a competitive faction relative to the others. They seem to have issues in early game and with their mana regeneration due to the unique mechanics. Any ideas on how to mod them in such a manner that they are competitive, but not OP? Also we want to mod the Dead in such a manner that the AI can use it effectively if possible.