Nice to see some more feedback from you Brad. I'm liking what I'm reading so far and excited to see the next iteration of the alpha.
parrottmath
[quote who="AuraBoy" reply="3" id="3464338"]Nebulae have ALOT of potential for some fun and strategic game play. Especially if a key planet or starbase resided inside one.[/quote] They are talking about putting a resource inside these nebulae.
[quote who="TheRealWarpstorm" reply="62" id="3464217"]Wow, you know nothing about Dominions, yet you say what it does and doesn't have.[/quote] I did not say what it does or does not have, I only speculated on the possible things. These are global enchantments? How much does it change, how you play the game? Do you change any of your strategy or tactics? Blind everyone seems like a huge buff to undead. I really don't know how the mechanics in the game work, so I can
[quote who="TheRealWarpstorm" reply="60" id="3464196"]Dominions series[/quote] I've never played Dominions 4. The magic is very powerful? Are you allowed to change the world so that you destroy an entire continent or cities with volcanoes or eternal blizzards? Can you morph your landscape to add extra fertile land and summon entire armies of the undead whenever wish? Is the cost of doing these types of spells so prohibitive that you can only cast something of these spells once eve
I fully agree with this comment. I've also mentioned it, as well as some others. I would like to know if the game engine will support this idea?
[quote who="Wer900" reply="9" id="3464185"]The actual distance between stars does not change at all at any time. There is no such thing as an "adjusted parsec".[/quote] This is the lore in the game Galactic Civilizations. If we are going down this rabbit hole you might as well say there is no such thing as a Drengin or Altarian. The term "adjusted parsec" arises in Galactic Civilization because they discovered a new way to fold space and travel (unknown to us at the moment). In fact,
[quote who="athelasloraiel" reply="58" id="3464102"] wtf, It's Sunday the 4th?[/quote] Yes, may the fourth be with you.
So you really meant Friday, April 29... guess I'll have to wait till 2016 ;) Some goodies in the vault would be nice. Let Brad steal some stuff to put online ;) Will you be able to create starbase designs in the ship editor? Allowing us to create custom starbase designs (you know to set up default designs for a civilization?) Visualization of weapons... are we going to see them?
https://www.galciv3.com/founders Go there.
[quote who="abiessener" reply="28" id="3462968"] face palm[/quote] Been there... done that. You must have had a long day. [e digicons]:beer:[/e]
Well there was no rewritten Escort Noblewoman quest (they've always had 2 versions of it... you seem to be either lucky or highly unlucky. You should have gotten the same ending as the other one. The others look like a revisit to the tactical maps they call up...
[quote who="abiessener" reply="26" id="3462956"] UPDATE: Plans, as they often do, changed a bit on us. The ship designer preview will be on Friday, April 29, at 3pm Eastern (noon Pacific, 9pm CET). See you there![/quote] Check the date... [e digicons]:typo:[/e] Today is Tuesday the 29th of April. I really don't want to wait till April 2016 to have a Friday, April 29 [e digicons]8(|[/e] to see the ship designer... I would hope to see something bef
Magic and technology can be completely overpowering. The problem is that creating an AI to utilize the magic nor that is it complete unfair. It is "unfun" unless you are the dominating party. Say you go nukes and the other team doesn't.... then you complain at the other team not doing a good job against your nukes. Make an AI to counter something that cannot be countered once obtained. Try and defend you land with horse cavalry when the other side has tanks. The point is the AI sh
Well I suppose you will have to give some to each player... I suppose you can attach the giving of this resource from the settling of the first city, I've not played with adding resources too much in game. I suppose you can add this to the champion history abilities as each sovereign must have a history.
Here is an idea for you... you can create hidden resources that serve absolutely no purpose. Make one where everyone has 100 of such a resource. You can increase this resource (I suspect) with the tag above. Set a game event (you get a hero type thing that checks for resource meeting a threshold, once reaching that threshold you can give each player the set amount of resource that you wanted to in a game event (similar to fame increase). To summarize... create undetectable res
Glad to see you found the different quirks in modding E:FE and E:FE:LH Here is a relevant forum post of a long time ago... it's a bit dated but a good rule of thumb in general. https://forums.elementalgame.com/434780/
This can be done from the mod folder. There is no need to overwrite the core files for modding UnitTypes. There are a few things that require core modifications, but this is not one of them. edit: I should clarify, that when writing a UnitType, the internal name is what is called upon anywhere throughout the game. So if you write another unit with that same internal name for the unittype it will read your modded version instead of the core version. This will not however work o
I find a large problem with magic based civilization games are the units themselves in the mix of things. Inevitably people want to see mundane units on the battlefield as well as magic. But magic will just destroy these units without a blink of an eye. It is the equivalent of 20th century army facing a stone age army. Seriously, they could beat the tank for 2 - 3 months and not cause any structural damage. This is the equivalent of magic to army, why have an army in the first place.
The base game Blessed Hammer does absolutely nothing to Banshees as it increases only physical damage to which Banshees are immune. My mod is a mod and so yes you would need to download my file into the documents modding folder for LH and turn on mods. (I'm sure its the same for Primal Savage's mod) It is known, but the idea of creating a special damage type for 2 weapons and limited scope might have been overkill? I think that is how the conversation ended 9 months ag
It only does the blessed damage so just the ten as intended. The pierce defense portion is for the Liches and skeletons and such... these weapons become rather a BEAT STICK to these things. Hence, with the pierce resistance the Liches and Skeletons have a chance at least, but banshees take full effect from the 10 damage from the blessed part. Tries to keep the game somewhat balanced... It is a different approach, than your approach which makes truly holy weapons that destroy undead wi
Will the ship designer allow us to see how they will explode ;)
I don't maintain the blessed damage mod (it was a fix from a long time ago that was never adopted) So you don't need to change your mod any, don't want to give more work. Plus I don't think there will be any conflict as yours will load later anyway and yours will override anything I've done. But there are some out there that use these little fixes I've done and they can substitute your creation. I tried to maintain the same game dev balance with armor and such since bl
Or, this minimal version, I did in June 2013. I've updated it with the new likelihoods implemented by recent updates. https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/BlessedWeapons/BlessedWeapons.zip @Primal_Savage: Looking through your file, you might want to change your likelihoods as they don't match core files anymo
Well you see the real problem is that Paul doesn't want Brad telling us anymore things... So he (Paul) has encrypted all the files and hid the key somewhere, and thus Brad is currently running through the software to decrypt the files, but this is taking too long. So Brad came to Paul armed with nerf guns to take the key by force. But Paul was too well defended in his fortress of Nerf and assaulted back with Nerf fury. The battle raged on as Adam tried to Interview Derek yesterday. <
[quote who="Primal_Savage" reply="2" id="3461681"]This was fixed more than a week ago where it mattered (e.g. Not in this thread).[/quote] Okay. Didn't know if you noticed or not.