[quote who="GFireflyE" reply="1" id="3441308"] Currently, as I understand how city militia work, there is a double standard being presented. - Player's city militia will only defend the first attack of a given turn. Subsequent attacks in the same turn will not have city militia present. - AI's city militia will defend every attack in every turn and will be at 100% force and health each combat, even if you've killed off or damaged some units in a p
UnleashedElf
To me the question has always been trait 2. Which will lead to the best AI for late/end game? Militaristic vs monster hunter (which by nature involves building some military units) vs civilized (potent cities?)
Another option is to give the Dead a massive buff to their mana so that they are not always mana bottlenecked?
Of all the AI traits, which do you think are the 2 that make the best combination of AI? 1. Expansionist 2. Not as sure - could be militaristic or monster hunter. What about Civilized? Combine this with a player that has good physical bonuses and you have the best AI. Which strategy is best? Clubber? Spear?
I've been doing more investigating. It looks like in the unit builder, you were right, unlimited traits could be made. However, what is restricted are the champion traits. You cannot assign champion traits to units and expect them to be built, even if you modded them to be henchmen. Edit: Basically if it has the tag: Unit_Level You cann
Actually, is there a list of all attributes for game modifiers somewhere?
[quote who="Crastiloowa" reply="599" id="3442355"] Hypothetically, you could have the CityTrainingBonus apply an attribute which specified that a spell be cast at start of combat (similar to the "Noble Legacy" for Pariden.) The spell could then check a condition and apply results based on the results of the check (boolean.) Not sure if there are any testable conditions to see if a unit has an equipped ranged weapon, though.[/quote] Hm
Out of curiosity, is there a way to selectively apply: CityTrainingBonus For example, only archers get 1 type of bonus, while melee combat units get another type of bonus?
[quote who="GFireflyE" reply="4" id="3442253"] Yithral and Gilden tend towards the top. I've taken to enjoy having them in every game so that I can have some AI challenge... Relias, Kraxis, Capitar, and Tarth follow behind, able to put a decent fight until midgame. The rest seem to be too dependant on unique aspects of their faction, without any coding on how to properly use those unique aspects. [/quote] I'll p
[quote who="parrottmath" reply="595" id="3442193"] The problem lies with the fact that one never builds a fort. The city levels to a fort. So you prevent the city from leveling to a fort. That is go to CoreAbilities.xml and add your prereq to
Has anybody tried making random maps that exceed max recommended sizes? I have tried to make such a map that is 16x16 or Anthys sized. It seems that I run out of memory fairly early on (within 120 turns in the game). What are your experiences with large map sizes?
Odd situation: RestrictedAbilityBonusOption GreatFortressTest Player Although the faction has
Curious question, which factions do you find consistently do very well? Right now I'm finding that the factions that emphasize physical combat seem to do better than the other types of factions. My rankings: Are there any particular traits that you find do very well? Splitting them into tiers: Yithral and Gilden do very well in my games Altar, Magnar, Kraxis, and Capi
[quote who="Crastiloowa" reply="591" id="3441820"] Regarding adding the trait slot(s) as a race/faction ability: if it matters to you, having extra selectable trait slots will probably not be a very beneficial ability for the faction when controlled by AI. Just look at how frequently the AI chooses the "base" unit designs without even using all three default slots. At the very least you'd need to pre-design units to make use of all the slots at various tech l
Ok findings: - It looks like starting units are indeed limited to 5 traits - You can however give as many traits as you want to units in the unit designer
Altar - I like henchmen.
What about making something for the Dead like the quest generation that the Altarians have? They could constantly just quest endlessly and gain xp that way. Then make the quests give the rewards that they get from going to war?
[quote who="abob101" reply="587" id="3441463"] You should be able to do that via a facion trait if you want, something like this in a faction trait ability should work I think... Player AbilityBonus A_Traits Faction has one more traits that other factions.
[quote who="Primal_Savage" reply="584" id="3441451"] Quoting UnleashedElf, reply 583Looks like it's hardcoded to 5. I was able to go up to 9 (which seems to be the limit as far as the user interface is concerned)[/quote] Odd? I could only go up to 5? Did you use 9.0000 in your race config?
Would it be possible to play the game after you've won? - Conquest victory Note much changes; you're alone - Diplomatic Not much changes; can you hold alliance? - Quest victory Give a buff to reflect your new found power - Spell of making victory Give a buff for the shards that you now control and a nerf to all other factions?
It seems that changing 5.0000 from 4 does the trick. Edit: 6.0000 does not work at all. Looks like 5 is the upper limit. [quote who="Primal_Savage" reply="581" id="3441447"] Reduced 78%Original 500 x 563[/quote] Meow.
Thanks for the modding help. Will give it a shot. +Karma Yeah I was hoping for something like that: Aiming for something where one faction would, as a bonus, get one additional trait.
Does anybody know if there's a way to make units be able to have more than 3 abilities in the design stage? I tried looking in the ElementalDefs - nothing. All I could find is that the accessories was limited to 4 by default: 4 But nothing about abilities. Is it hardcoded?
I'd recommend at some point submitting this to Stardock for them to look at and maybe making this officially patched.
Building rotation and building placement have been buggy for quite some time now.