Techs can't be changed via a mod folder, you need to apply the changes to the tech folder (just back up the original file). This is one of the messier things to mod.
Kalin
I don't think buildings can calc "targetunit". I've tried this before some time ago, and I don't think it has changed since. Although it might be possible to set the tactical regen part via an autocast spell.
I don't think it's possible unless you actually mod the henchmens themselves because they also have a prereq for altarian race type.
Nah, that's the trick I've been using in my mod for my custom factions (new tech tree) to unlock group techs. It unlocks the old tech that does it even though those techs aren't in the new tree. The tree only determines what you can research, for techs that you unlock it doesn't need to be in the tree.
Oh that's kind of neat, using multi slot to prevent it upgrading into other mainstream items. But how are you preventing the archers from upgrading to the best vambraces? (or is that intentional?) Also, you might want to reconsider the light plate pieces for militia, the weight might end up hurting them more than it helps.
I think you can do it by having the tech unlock another tech, and have the armor require the other tech. The other tech would be hidden (not in the tree, prereq some nonsensical tech). So basically, Training would unlock armor X tech, and the armor x would naturally require armor x tech.
1. Yes, it would be way too OP (for spells) to gain multiple elemental shard by upgrading altars to higher tier. 2. Yes, that's a legacy description and should probably be changed. There was a time when you had to unlock the quests.
That's what happens when a damage spell is resisted. Most of the time damage spells has conditions where if it got resisted it still does half damage instead of nothing. Something that can easily be used to reduce the effectiveness of one part of shadowbolt (maybe if you resist you don't lose mres, or maybe you still lose it, but take less damage). Of course I don't think it's that bad at all, so I'm fine with it being left alone. If you want to see an OP spell, yo
20 dodge isn't too bad by itself, the problem is that it is too easy to stack dodge. With 20 from blood, 25 from lucky, 10 from a warg, 6 from a shield (towers are too heavy), 10 from cloak... toss on some dodge traits... who'll be able to hit them? Maybe it's about time we take a look at implementing some type of diminishing returns on these traits/stats. Or maybe just have some base chance to dodge, and modify that with multipliers instead of additively. That way it won&
... and now you know why ships was scrapped in the main game. XD
The first isn't really possible in the way that you want it implemented. You can make your armory add soldiers with armor to your city defenses, but you can't really "upgrade" the existing troops. All of the militias have set designs, and you'd have to design your own or switch the current militia to something that use armor (in which case ALL militias would get it, not just those from your armory). The second, if I understand you correctly is really simple. Mana is just a
Best used on brown terrain (plains) that's an appropriate distance from any city (can't built too close to another city). Those usually provide a spot to settle. Even better if you do it on or near a special resource (bone ogre lair often yield 3 essence tiles for example). It doesn't work on: desert, city (razed cities) tiles. You also need a min of 6 workable tiles to build a city, so don't cast it against a cliff or in a corner.
Maybe you weren't here when the release was announced, but you were suppose to do a complete uninstall of the beta and reinstall the release. I imagine it is because there are things like these that pops up.
There's 6 new medium stamps, 4 new large ones and 2 huge ones... I only took a brief look via the editor, and the only thing that jumped out was that some (if not all) had roads previously built on them, connecting certain areas, passing through swamps, large deserts, etc... ... didn't really have time to test it out yet in real detail though.
Um... that merc from the letter of Mark (Wallace)... is he really suppose to be worth 50 gold? Unless you changed something... he's so useless that I always sell the letter for the 18 gold instead. So basically, you'd be losing out on 68 gold for a really crappy unit. Maybe change him into a champion without DividesBattleExp (basically a henchmen) and use UnitJoinArmy instead?
Tech point generation seems to have some bugs... a few people have reported that the AI is generating more than they should... Here's the way it is SUPPOSE to work: 1. When you research a tech, you get 10% of the tech's value in tech points. 2. When you trade you lose those points. Basically, everyone has 110% research. 100 is normal, and the extra 10% can only be earned by trading. It shouldn't be possible to create an endless cycle
I don't think the game can tell the difference between base defense, and "defending" bonuses. The value is implemented like you're wearing extra armor or a spell buff... so while you're defending, fracture probably should be doing that. The main problem here is that the debuff doesn't update when "defending" wears off... and I'm not sure if there's a way to update variables between turns (perturn with a duration of 1?).
[quote who="Flohaxn" reply="10" id="3289098"]Why is it then, when i summon an earth elemental in combat, that an enemy with the same initiative as the earth elemental gets to act 3 times before the earth elemental does? Reported here[/quote] Summoning delay. Basically you lose one "turn" of initiative before the summoned unit starts to generate initiative (which leads to turns). If you look up from your ss in the thread you link, you'd notice that after the first turn,
Knights of asok says hello (they cost 9 to maintain - lol), by far the worst in the game. Not even that useful because the tech to unlock them is so deep in the tech tree.
Huh... I always thought it was 50 for a turn... isn't that's why impulsive gives you a free 50 initiative on the first turn...?
Actually, the easiest way to deal with jug armies is to build tons of cheap throwaway units and throw them at the Jugs. If you send a unit in between 2 jugs, them attacking the throwaway ends up hurting themselves. After a few sacrifice unit, the jugs are easily killed if they didn't kill themselves. Slaves are great for this.
[quote who="dihir" reply="8" id="3288875"]The +1 move bonus for Juggernauts suggested in https://forums.elementalgame.com/437525 is a huge bonus. Was anyone really fighting them toe-to-toe?[/quote] It is a good bonus, but you'd have to switch out brutal nature, maul, or ignore pain to get it (since you can only pick 3 traits). If you say you would, then I think my suggestions just succeeded. To be honest I'm a bit disappointed that Harvester didn't
Oh... and after some quick tests, the idea for auto cast spells might be a possible solution to the various stacking effects if you want to pursue that for a mod. You basically have to make 3 spells for each of the three levels of guardian, tactician (and one for shield wall). Since the spells are different, you basically get the "highest" effect by combining the various levels. For trainer, I guess disabling it for henchmens would be the best method.
Yeah I can see that, during my test runs I ran into a few times when crystal was rare and became somewhat of a problem, it was one of the reason I went back a tier and use only minor accessories and not the best ones (amulets one tier up). The primary reason I had them doing that was because I wanted to give them the staves (to help keep them alive), which already cost crystal anyways... and a couple more didn't seem like too much of a big deal. Although even without it, I really
[quote who="SOLOSOL" reply="1" id="3288655"]Excelent work, thank you a lot. I'll test it as soon as I arrive home. A few notes: - Maybe you should include this post in "Mods Forum" - Could you arrange with the author of "Female henchmen" to include it in your Mod? It would be great. - Henchmens sounds bad (for a non native english speaker at least). But "adventurer" is so... common...I like "soldier of fortune" but it is too long... -