I agree with what has been said, adding resource carryover eliminates unfun micromanagement. Or, alternatively, if the desginers don't want production to carryover, convert the excess production into gildar. Or, second alternative, make production carryover for fortress but convert it to gildar in towns and to research in conclaves. The conversion rate would be the same as when the city is building research or gold (they are adding this feature to LH).
OliverFA_306
[quote who="davrovana" reply="13" id="3329344"] Anyone play on scarce resources and scarce magic (shards)? I find it makes games more interesting - and harder to get to the point where you are OBVIOUSLY winning, and you just want to start again. Dense monsters also makes expansion more difficult, so each town counts in the early to mid game.[/quote] After asking for more entertaining starting options in the forum I decided to try it, and I liked scarce resources but n
As has already been said the Sovereign provides unrest to the city he is currently in (not only the capital). So the city hosting the sovereign will have -15% unrest. Other benefits include, as has also been said, +0.5 growth per level. This benefit is gained no matter where the Sovereign is at the moment, and at the early game can make a big difference. Just send the sovereign to kill nearby monsters and he hopefully will level up a few levels and boost original growth, giving you am
But this is a bit curious. As a Procipinee fan I noticed something regarding this subject. Procipinee has a +2 to summoned units level, and when she summons a shadow warg she summons a Level 3 difficulty with Level 3 experience shadow warg and not a Level 1 difficulty shadow warg. Even more, if she learns the summoning ability then you can banish the summoned shadow warg and summon a Level 4 dofficulty with Level 4 experience shadow warg.
Thanks again. I saw what you mentioned. For example the overpower ability has CombatRating > 300 CombatRating > So I think it's safe to assume that to combat rating comes from "basic" stats (Attack, Defence, Accuracy, HP...) plus those "manual" adjustments.
From my comments on the other thread: 1 - Fix what's broken. Fix the tags that don't work, the ones that work half of the time and the mod folder. 2 - Document. It does not have to be a fully detailed manual, but at least we need to know what tags we can use, when we can use them and which arguments they can have. I get amaz
The reason why there are no player made scenarios it's because there are very limited options. If I remember correctly Derek or Brad said that it is being improved because they could not do what they wanted for LH scenarios. Stamps for example are a really good idea, but they cannot be fully developed because there is no way to create small scripts for those stamps. Don't get me wrong. I really think that FE is among the best games of all times (the exact rank is debatable but
Thanks for the answer. I get the general idea [e digicons]^_^[/e] The doubt that remains is how are abilities taken into account. For example, the ability that gives an attack boost but only again lower level creatures, how is that rated as combat rating? Or maybe it's just as simple as a flat value per each ability. Thanks also for pointing that there is a way to know the calculated value. By modding those rough estimations in lower ranges it could provide a lot of information a
Wow! that sounds like a prize reduction for using unfair techniques. LOL! [e digicons]:w00t:[/e] So it seems like the formula uses the killed unit stats to calculate the power and then multiply by the factor in ElementalDefs.xml. It would be very nice to know which stats are used and how the are weighted. In other words, to know the exact formula ;-)
From my limited experience as a modder (modding things just for myself, at least for the moment) I think that both parts have valid reasons. From the modder side, Heavenfall summarized it very well. Mostly what can be done is add new content (units, buildings, etc) but when it's about adding new dynamics it's a lot more difficult because there is no scripting language or even almost nothing that can act as that. It's possible that there can be done many more things
I am not talking about how the XP is distibuted among the different party members. I mean how the game calculates that killing a certain monster is worth X experience points. I have been looking through the xml files but have not found a place that mentions it. There is a way to mod the scale factor, but no trace of how to calculate the base value. Looks like it's hardcoded, but anyways it would be nice to know the formula.
In HOMM units did not maintain their HP count in the strategic map, but in FE they do, and if you require this "below 25% HP" threshold for retreat you achieve a good balance between "eternal retreats" and the no retreat extremes.
Oh, and I forgot to mention. This opens the possibility of having artifacts/spells that forbid surrendering, or even cursed land. For example, one of the attributes of a wildland could be 1
[quote who="Schnorkde" reply="4" id="3329392"] There needs to be a punishment for retreating. Maybe a initiative malus for some turns and/or a lost movement point. Otherwise an army could retreat endlessly. You should have to reach an escape point to leave battle too. Fleeing could also cost mana/HP(20%)/Fame or gold. It should not be for free. Also the idea from mqpiffle is fine (with some cool down). Additionally there should be spells and item
I agree. That's something that would be cool to have for generals.
Hi! It's me again. In case someone is interested, I have managed to do what was asked in the OP. First, I defined the resource in CoreResources.XML [code="xml"] Number of cities CitiesCount The number of cities in your nation. 0,0,0 <
And what about being able to access global resources count from within cities? Unless it's already possible and I have missed something.
I think this is the right thread to remind about this https://forums.elementalgame.com/440649 Basically, the modder in this thread tried to make a global resource, which he managed to do, but then he was not able to acces this resource's global count from within the city. I know this is a very particular thing, but looks like a good example of how complicated some things are.
Seems logical that if we don't want AI to "cheat" we should not "cheat" AI (yes, I know is not proper cheating, but doing something the AI does not know how to do is almost like cheating). Having said that, I hope the AI learns that technique soon ;)
Calling it "changing the rules" is another way of cheating yourself (and that answers the question ;) )
[quote who="Heavenfall" reply="2" id="3327090"] 0 sets if it is trained alone or in groups 1 for whether it can equip and trade gear 1 for whether it can get traits on levelup (possibly overriden for champions to always be 1)[/quote] Interesting... So you could have a "single" version of trainable units by duplicating the XML fo
[quote who="abob101" reply="15" id="3327141"] I don't get this thing where lately there's a few guys suggesting that reloading a game is somehow cheating...?? Who the heck are they cheating by reloading? If someone wants to reload a game for whatever reason then that's their call... no-one is playing their game but them. It's a rather derogatory term that I don't personally think is necessary.[/quote] Cheating in the Solitaire is s
Unless I am mistaken, some of the stamps included in the DLC are Wildlands (the ones used in the "Wildlands" map). Those alone are worth the $5. Having said that, I think that a new map pack loaded with many new stamps would be cool and add a lot to the game. BUT it should be advertised as something that improves random maps, and not just as a bunch of maps.
[quote who="Gid73" reply="16" id="3326691"] Don't forget the xp penalty when playing on huge maps. There is a modifier for all xp gained for each map size, I don't rememder the exact values (you can look into the xml from the mod) but I think it was more than half xp in comparison to a medium map. This is done because there is more time and more mobs to level up. [/quote] The only modifier that appears in the map XML is <R