[quote who="Alstein" reply="5" id="3346015"] Spell tiers should power up certain spells. [/quote] I think that's the key. A level 5 water caster should cast level 1 spells at a much higher efficiency (ideally 5 times). You can also have other traits that make the spell more powerful, but element proficiency should matter.
OliverFA_306
[quote who="GoddessAthena" reply="128" id="3346237"] Could even have it that certain buildings are "blacked out" or "closed" until the proper population is established. Where buildings slowly start to open and work again as the population grows back to its normal size. [/quote] Wait until I publish my Population Mod. It will do exactly this. ;) Currently I am having some difficulties with the part of adding upkeep to units, but the part of requiring population to run buildi
Forgive my ignorance, but what does it mean winning the "I can build it faster than you achievement"? [e digicons]O:)[/e]
[quote who="Trojasmic" reply="3" id="3346086"] There's only a 25% chance they will fix this since we've been asking for it to be fixed a long time...[/quote] LOL! [e digicons]k1[/e]
Thanks for the nice words halmal. I'll keep trying [e digicons]:thumbsup:[/e]
The queued pioneers exploit would be solved if pioneers required food instead of population. Don't know if that's possible with the engine right now.
But in Elemental the population growth doesn't come from new births. It comes from people leaving the country and coming to your city, as they hope they will have a better life there. So in that context it makes sense. Something like "There is plenty of food, you may move to that city."
I can do that for sure. The question is if I can do it in an exact way or if I have to go with an approximation. The part of cities population already works and really makes a difference. A level 2 city with 199 population produces more than a level 2 city with 10 population. Perhaps I will install E:WoM and look into the XML. Who knows? Maybe I will discover something in the XML that is no longer in LH but that the engine still understands and can be used.
Thanks for the answer Heavenfall [e digicons]:D[/e] I'll try to give more details about what I am trying to do. I am modding the use of resources trying to make it more strategic. So far I have modded population in cities to really mean something. In my mod each improvement uses population and city hubs don't produce resources in a flat rate, they produce resources per person. So the result is that if you don't have enough population to run all the improvemen
That's a very interesting idea. [e digicons]:D[/e] The thing is that just because something can be done it does not compulsory have to be done. Developers (or a mod maker if that's made as a mod) would have to come with a system of optional upgrades that made sense. Anyway, as a premise it has a lot of potential [e digicons]:thumbsup:[/e]
Perhaps a combination of several of the proposed solutions would be the way to make heroes be in par with trained units groups. - Multiply hero's weapon damage with some perks - Multiply hero's defense with some other perks - Increase hero's initiative with a third set of perks - Increase her's dodge with a fourth group of perks. So as a result heroes would be more dangerous, but it wouldn't result in a desproportionated value of a s
I am talking about a custom made resource, CitiesNumber. Each city provides one unit of CitiesNumber, and I want to be able to check the total number of cities from the improvement, but I always get the local number and have no idea about how to get the global number.
Ok, another question for the Wise people who have the secret manual ;) or anyone who dares to answer. As the title says, the question is, can we use a global resource value from a city improvement? And if we can, how can we do it? Thanks in advance for any answer :)
Ok, another question for the Wise people who have the secret manual ;) or anyone who dares to answer. As the title says, the question is, can we use a global resource value from a city improvement? And if we can, how can we do it? Thanks in advance for any answer :)
[quote who="parrottmath" reply="12" id="3345603"] Quoting Heavenfall, reply 11 Lots of reading the current XML and lots of trial and error. Don't give them the secret to the manual .[/quote] why? :'( Please please pretty please! [e digicons]:pout:[/e]
So we need to work hard to earn that guide? Ok, let's start! [e digicons]:banhammer:[/e]
So the variable was there after all! I wish we had a full list of variables that we can use.
[quote who="mqpiffle" reply="3" id="3329629"] Thus is the core emotion of the FE modder...[/quote] [e digicons]
Happy to help [e digicons]^_^[/e] Care to share what you are working on? ;)
I remember that in Master of Orion 2 if you refused to be named by the galactic council then all AIs united in a single player and went to war with you. Perhaps something like that could be implemented. Like when it's clear that the human player is far ahead all the AIs band together.
As far as I know, that's not possible. BUT: You can create a new city resource called CityLevel and then edit city hubs. So the level 1 city hub will provide 1 CityLevel resource, the level 2 city hubs will provide 2 CityLevel resources, the level 3 city hubs will provide 3 CityLevel resources and so on.
Looks like a mix between Kings Bounty and some story deep maps in HoMM 3. I like you idea a lot [e digicons]:D[/e] The main problem that I see is that I don't know any way to affect other faction from a random event / game event. There are not even ways to create proper global events other than spawning things in the map. I hope I am wrong and there is a way. But perhaps you don't need another faction for this to work, although I suspect you need at least two pl
It means that every grain in every city gets that +5. In your example is the option a) And welcome :)
Sounds like you have something big in your hands. I am sure the result will br awesome. Please if you need some help don't hesitate to come to the forum. Is not that I know more than you, but at least we can brainstorm together ;) I have learned a lot doing my (still unfinished) population mod myself, and I am happy to share what I've learned.
I am not against overhauls either, but I do believe an expansion is about adding things not about changing existing ones. At least mainly.