[quote who="davrovana" reply="5" id="3379290"] Quoting GFireflyE, reply 4 Is it just a feeling that catapults shouldn't be associated with 'Drills' and that it's more of a 'Blacksmithing' tech? This. The catapult is distinct from archers, and that's good. Archers are cheaper, but the lesser catapult's splash damage ability can be huge. What if it was unlocked by 'Education' i
GFireflyE
I'll toot my own horn: It's a small one, but a mod none-the-less: Improved Catapults: https://forums.elementalgame.com/445925/page/1/
I do wish the diplomacy UI would allow you to hover over the 'declare war' greyed out and it would tell you in a popup as to WHY you cannot declare war. Sometimes it's very mysterious. A lot can happen in 10, 20, or even 30 turns.
[quote who="parrottmath" reply="12" id="3379020"]If you play on difficulties higher than challenging then the monsters will attack your cities more than the AI, as was told to us a while back, since that adds the extra challenge to the game. [/quote] Agreed. Which was why I really liked playing on challenging/challenging. I like the AI to play by the same rules. I just didn't like how it wasn't challenging under those rules.
[quote who="parrottmath" reply="9" id="3379011"] Quoting GFireflyE, reply 8 Quoting joasoze, reply 7 Dont build cities close so that the city borders will activate the monsters. Which is a bit of a catch-22 because the AI doesn't follow the same 'rules'. You're stuck with losing a city location to the AI's sub-optimal choice to which the monsters are released and they ignore the AI a
I agree with sjamiei....it's a very good idea in theory. However, I've been desensitized to this issue as I've been arguing for an improved upon road system since FE beta and it has not happened. SD does not consider it high priority (if priority at all) and so I think that if any improved road system were to be implemented, it's going to be coming from a modder.
Here the list I currently play with: ArmoredMilitia by parrotmath Chamion Bonanza by hellions Death Adepts by parrotmath Ginsu Knives by rlane48 Female Henchmen by parrotmath Necromancy Revamped by dhuran Non Champions Die by parrotmath Man Under the Tree Quest by parrotmath and DsRaider River Bridge by parrotmath City Snaking by parrotmath Swam
[quote who="Ishantil" reply="15" id="3378958"]I'm starting to think that there should be young dragons with the big dragons if you wait enough turns. [/quote] I did see a mod that did just that ... not with monster spawns mind you ... just with Dragons you recruit to the cause...
[quote who="joasoze" reply="7" id="3378967"]Dont build cities close so that the city borders will activate the monsters. [/quote] Which is a bit of a catch-22 because the AI doesn't follow the same 'rules'. You're stuck with losing a city location to the AI's sub-optimal choice to which the monsters are released and they ignore the AI and come at you....OR you build the city so that the AI cannot to which the monsters are released and they come at you
[quote who="davrovana" reply="3" id="3378988"]I am still playing with this, but: I like the lesser catapult, its cost and usefulness. However, it seems too early in the tech tree to me. Can it be bumped up to blacksmithing? [/quote] It can be bumped to where ever in needs to go. ;) I had begun this mod with the premise that the catapult unit and it's graphic/sfx/etc were not being utilized early enough in the game. If, now they are showing up too earl
Another update: Here are the changes that I have been playing with: Added a 5 metal production cost to the Smelter Improvement Added a 10 metal production cost to the Foundry Improvement Added a 15 metal production cost to the Large Foundry Improvement (from Parrotmath's Wondersbase Mod) Added a 20 metal production cost to the Ironworks World Achievement Reduced the amount of metal per turn the Iron Mine Improvement collect from 1 to 0.5 Reduced
That is completely awesome! To clarify, there is now graphic for all the original upgrades as well? (I see you mention that caltrops can now be built on coast)
did you deselect steam synch ? If not, deleting does nothing. Steam will just replace your files from the cloud all over again.
[quote who="merlinme" reply="13" id="3378888"]I actually find shrills quite dangerous. If they really get going targeting a low hit points unit they can kill something, and I hate losing units in battles. They can usually all get off at least one attack each before I can attack them. I want fairly strong units and a way to bring the fight to them quickly if I'm going to attack them. As others have noticed it may depend on what difficulty level you're playing on. On Rid
but.....how will the AI react? Does the AI know it should be using the Scout to build outposts instead of the pioneer? Does the AI understand that the ability attached is to build the outpost? Else, the AI will just try activating the ability randomly and have outposts plopping down all over the useless places. Don't get me wrong....I'm all for this change...I've just been very hesistant to accept a mod for this change because the AI does depend
WOW! Fantastic work! Will be adding to my collection of mods! How's the mod work with Arcane Monolith?
Agreed. Does slow does a little on my machine too....but not horribily so. Just enough to notice that a slow down is occuring. But usually happens when I see 20+ cities on the map and I haven't done my dillagence in clearing out the monster spawns... I run a dual core 3gig/3gig, winXP-32bit system with 3.25gigs of active RAM and a 512meg videocard. Nothing but the best for parts. Put it together in 2008 myself and the worst that has happened to it to date? My fan blew a
crap.....now I wanna go play MoM again. Good thing I have it installed and ready to go! XD
[quote who="sjaminei" reply="14" id="3378823"]So medium and irregular is a hit? Thanks guys ^^ Anyone tried the small and tiny versions? They should be the most problematic ones to get going properly. If they just take up space I can remove them so you don't have to click through them at start. [/quote] I recommend leaving them in. Doesn't take much to cycle through and may probably as stable as the other sizes. I'll commit to trying them out.
Again, the AI has decided to build a city on an illegal tile. This appears to be quite the elusive bug you are dealing with. In this case, Alter Builds City on Crystal Mine when aas legal, better locations ALL around, being the restoration of Curgan's battlefield. (I've circled the bug in case it's difficult to see) https://www.dropbox.com/s/31nbfut5471upg3/Alter%20Buil
I find that those three demons protecting the Ascian Collar are REALLY easy to beat. Maybe the threat level is right....but this battle should be more difficult.
Agreed. I've had quite the variation from map to map, all on medium setting. Fantastic mod!!!! A must include!
[quote who="sjaminei" reply="10" id="3378698"]I want your RNG, my units never resist. You playing with ironeers or something? (I play ridicilous setting on mobs, so maybe lower shrill levels help you as well?) [/quote] My current game is with Ironeers....but my favored faction tends to be Amarian. settings are hard/hard
[quote who="sjaminei" reply="8" id="3378673"]Air shrills easy? They are a nightmare early on, you know they are easy to kill, but those static blasts or whatever it is just keep killing your units/champions [/quote] I'm quite relieved when I come across air shrills. 7/10 times my units resist. Definately my preferred shrill to fight against.....other than perhaps the water shrill.