That is the same effect that I got when fiddling with the coreunitgroup.xml The problem with grouping is that they now need a coreformation for that size. You are adding 30 units on the screen. The only way to find the positions is by editing the coreformation info slowly. The attack x 30 is basically they calculate the attack for each of the 30 units separately and so it is not a strict multiplyer to the damage. You can create separate weapons between hero's and uni
parrottmath
[quote who="ins2" reply="101" id="3247159"]2. Floating waterfalls at the end of rivers which end in land[/quote] Once they give me the tile tools creation tools I might be able to fix this problem. So far I've had limited success playing with the numbers on the tile. The main idea that I'm using is switching the clifftileend to spring02. This shows that the rocks sit on top of the cliff, but the river disappears. Hence, I think I can create a waterfall that hids into the groun
I really don't like the spell effects that last the entire battle. I think that all spells should have a turn limit of of 10 turns or less. I'm not in the business of nerfing the gameplay as it stands, but after 10 actions by the opponent that obviously speaks to making a battle more dynamic. I don't mind watching my 30 turn battle play out... cast blind... blinded get blind cast on me... blinded. try to attack... miss getting attacked... mi
That reminds me of a problem. If you get a research bonus from a goodie hut with no research selected, that bonus goes into the void. Don't know how you could fix that problem.
[quote who="Kestral2040" reply="3" id="3246948"]you could also potentially drop an outpost next to it and pray it leaves you alone when it's released from its lair [/quote] Notice he didn't say that this was a problem ;)
Good luck getting out of that one without magic.
[quote]Added the Recruit Bandit spell (only sovereigns with the Bandit Lord profession can use it, converts a bandit to your side in tactical combat for 25 gildar)[/quote] I think this should say "...bribes a bandit..." vs. "...converts a bandit..." But that is just a quibble of terminology. I like this change to the Bandit Lord... to which I might rename the Pirate King :)
Thanks. That at least makes sense :)
I don't mind that there is a prevention to stop abuse, but it would be neater if the particular option for abuse is eliminated from the table. The AI simply saying to that particular item, "We have discussed this and I shall not consider your words at this time." Or "Your request is falling upon deaf ears."
You see... Frogboy programs the AI and now he has programmed us to find mistakes and come up with a series of ideas off of nothing to make the game better... well played Frogboy, well played.
I agree that we should be able to declare war even if the AI is too busy to talk to us about the matter. This is something that people will deem to be silly :)
Could you have it as a separate pacing. I look at it that slow research with fast building puts an emphasis on units in the game. But slow building and slow research puts emphasis on hero's in the game. It would provide the game with many different play options.
For the bandit lord, you could add that he gets +10% gildar for killing monsters. You know because he knows all the extra hiding places that people keep gildar.
Yeah I heard... bummer dude.
Try editing the CoreUnitGroupingTypes.xml edit: It does actually change the troop count. I've checked. The problem is the formation is all messed up, don't know how to fix that. I suspect it has to do with the CoreFormation.xml.
[quote who="mfrast" reply="41" id="3246363"]Is that possible to mod sean?[/quote] I'm not sean, but it is possible to give traits to these units, and it is possible to make spells. Not sure about making the graphics look right, but this is doable at least.
To fix the disappearing trees you need to run the game in admin mode ;) Figured this out with seanw3 when messing around with other files.
[quote] removed the Natural Leader trait [/quote] It's a shame that this couldn't be reworked in giving a 10% unit cost reduction...
[quote]Fixed a String Not Found error on the world setup screen[/quote] we shall see... :)
He is weak, when you keep him from casting that spell :)
It was partially fixed. I also discovered that poison damage is not showing up.
I've seen this happen. The wildland denizens kill normal monsters from time to time.
You talk with them. In the diplomacy screen there is an option to declare war. I think it is under treaties.
Yeah, I see your point for the user side, but I think the tutorial should cover specifically this topic about shards. Placing a death shard next to an outpost that you convert to a life shard... and vice versa.
[quote who="Trojasmic" reply="10" id="3246303"]It sounds like Sean can make a mod for a few people with a new ability/spell called "Blur". Let's leave Blind alone in the real game.[/quote] I don't mind leaving it alone, but my 20 turn battle could have finished a lot sooner if I didn't have to fight blind against a blind man. I'm all for a turn limit on the spell just so I don't have to spend 20 turns to kill something that should easily be killed. I suppose