[quote who="Daynarr" reply="19" id="3344779"] I'd add my support for this. Consistency is BADLY needed for modding of FA and LH. It's probably the biggest obstacle for many modders who just don't have time to learn quirks of all different files that behave differently. Making things easier for modders would increase number of mods and their quality/content by large margin and that would in return attract more players and increase game's appeal (more sales if you will). A
OliverFA_306
[quote who="mastroego" reply="37" id="3344792"] The reason I'm not very happy about this expansion, is that it seems more of an overhaul than an expansion. At this stage (second official addition to the game) I would have expected flying units, item crafting and all the things we never got with Elemental or FE. Instead, we get another rules overhaul. Granted, heroes at least needed the overhaul, and that's good, but when do we get expanded things
I also support this suggestion, as it would open (again) a whole range of possibilities for modding (and also for an easier way to add new features in next expansions). I tried to just make a type of trained unit that would produce 1 mana per unit in the group, but found that's impossible to do via abilities. Autocast of strategic spells would be the solution.
^ I agree too. The main flaw of the FE encumbrance system is having only 2 points at which it has some effect (40% and 80%) If the effect is for each % as mqpiffle says, it becomes much more meaningful and the game is way deeper.
[quote who="Heavenfall" reply="1" id="3344515"] Calculations can only reliably be used in spelldefs.[/quote] That was what I suspected. So no way to scale an ability depending on the group units at the moment. [e digicons]X([/e] Thanks for your answer Heavenfall [e digicons]:D[/e]
I suspect the answer is no, but I thougt it would not harm to ask anyway. Imagine that you want to create a channellers ability that gives 1 mana per turn per each unit in the group. It would be something like that [code="xml"] Resource</Mod
Not sure if you have already solved it. Just in case, that's how I would do it. If I understood correctly, you want a quest that once accepted enables one or more "sub-quests" to appear as random events. One of the triggers for events is FactionResourceLevel (you can find it in the new CoreRandomEvents.xml file). I would créate a special hidden resource called something like "QuestPath" and after accepting the star
I agree that the past system could use a bit of improve, but that was exactly what needed, improvement, not removal.
[quote who="NaytchSG" reply="6" id="3343985"] As far as city levels, I wish there would be a +1 essence pick for each level of any city type so I could settle more interesting spots on the map w/o gimping my essence. More essence = more fun Peace on Earth = Purity of Essence... oh wait... that's a movie. [/quote] Awesome idea! So, if I understand correctly, in addition to the three buildings and extra option would be to get +1 essenc
Awesome! Congratulations Parrotmath [e digicons]k5[/e] [e digicons]:thumbsup:[/e]
Hey nice pic Phaedyme ! I love Olivia Dunham! [e digicons]:D[/e]
That's a very good suggestion, because it would open a new world of possibilities for new mods. [e digicons]5*[/e]
After playing a little while without encumbrance, my first impressions are not very positive. In my humble opinión, the game is now a bit less deep. Weapons that before were a bit of a choice (Am I willing to assume the weight for the damage?) are now less difficult to figure. As Queen Procipinee I have found myself using the huge mace that never could use due to her limited 15 weight capacity. Also, traits are less different now. The trait that before gave extra weight c
50 People --> Level 2 200 People --> Level 3 400 People --> Level 4 800 People --> Level 5 Level 5 is the máximum level.
You are totally right Heavenfall! [e digicons]:grin:[/e]
Count me in among the encumbrance skeptics. We'll see how it plays out.
That Background Mod is awesome, and above all, very useful! just discovered it, and want to congratulate you for it. [e digicons]:thumbsup:[/e]
Glad you find it useful. If you try it and find any issue please let me know. I gave the spell a huge AI Priority so it should be an autocast every time the AI reaches the Fame threshold, but it's the first time I mod AI so it could not work.
Better tan generating some Fame it would be to steal some fame from the losing faction. [e digicons]}:)[/e]
Hi all, there have been some comments in the forum from people who would prefer to recruit champions at their own time instead of being forced to do it when they reach the Fame threshold. This mod provides that ability. When the Fame threshold is reached, instead of having to choose a champion you are awarded a spell called "Recruit Champion" that does the same. I have given this spell a very high AI priority to encourage the AI to cast it. I have uploaded the mod to the WinCu
Thanks for the feedback :)
Thanks! :)
[quote who="StevenAus" reply="25" id="3342796"] Unfortunately, sarcasm is often misinterpreted on forums and mailing lists when there is only text and no measuring of body language. [/quote] I am afraid that's true ;)
I think that the problem here is the spell conception. If I am not mistaken, a Level 1 non-wizard casting this spell does the same damage as a Level 20 wizard. It does not make sense to picture a rookie hero channelling 10,000 mana. IMHO the damage formula be should something like: Player mana / 10 / HeroFactor where HeroFactor is smaller for high level wizards and higher for low level non-wizards.
As the title says, does anybody know the formula to calculate damage in combat? The most I have found is that when Attack is equal to Defense, damage is supposed to be around Attack/2, but nothing else.