Thanks to everybody for comments. That's what I've done finally in Patchwork mod - Added new racial trait "Monk Robes" (costs 0 to choose like Masterwork Chain mail) which replaces Leather armor with a set of robes. If you wish your light troops look like mages, or you prefer Dodge over Defence, this option is for you. Otherwise you just keep good old leather armor. Also I added new class of troops - zealots. They fight with melee staffs. Staff class of weapons is expanded. Ea
webusver
This is a very interesting idea but how would AI be prepared for it? AI should lead only armies with heroes. AI heroes should train hard to get command points. AI should train his low level heroes very well. Otherwise AI will be weak. After recruiting a 9 level hero there is a chance to recruit 1 level heroes which may lead very weak armies.
Almost forgot about the main idea: I tried to make AI enchant his cities with more unit spells, such as Heart of Fire, Aura of Might. I set better priorities for these spells but still the best priority is with Enchanted Hammers spell. Then goes Heart of fire, Inspiration and the rest combat and city spells. 3 level city adds 1 essense. I hope this helps AI to enchant his cities with more unit spells. AI also should build more fortresses to produce better troops.
Today the new update is uploaded: I found and fixed some "misses": Quendar units often doesn't have Scar stones, Urxen missing poison vials. Major changes: Economy model. To build any building you need money. Earlier it was for free. Who will do something for free nowdays? Now gold is a very valuable resource. Units also demand money and subtract population from their city. Staff class of weapons is expanded. Earlier there were just a staff
What bonus is better +4 Defence or +10 Dodge? A ring with which bonus would you prefer?
You made everything right. Prestige means growth. In the original FE growth was determined by prestige value. I've also made such changes in my mod and tested this. It works.
[quote who="nowar1979" reply="41" id="3428691"]I´m having real trouble with LH 1.5 (and mods I guess) So I´m in the middle of doing a clean un install + manual deleting of local files and then I´m going to do a fresh install and use the mods I like. The game were hanging on me as early as turn 10, I´m hopping this will do the trick.[/quote] I think reinstall should help. I have Core i5 2.5Ghz, 64-bit windows 7 with 6 GB Ram, HDD and Radeon HD 6750M a
[quote who="Fallenchar" reply="4" id="3428652"]You still do not have my vote. Maybe you can try to create different smaller mods, so players can mix'n match to their own liking and enjoy some of your improvements without having to 'suffer' changes they do not agree with?[/quote] Yes, it's possible to make mini mods to the main mod. Main files are in English folder, so in the Mods folder its possible to make mini mods with micro changes. It's easy
[quote who="Fallenchar" reply="1" id="3428194"]Your suggestion to change the amount of Essence per city is not the greatest idea you ever had. I like the fact that Essence is really scarce.[/quote] Thank you for feedback. You are right, too much eesence is bad. Unfortunately AI has difficulties in optimising best enchantments. [quote who="Crastiloowa" reply="2" id="3428208"]This may or may not be a factor in your motivation, but I believe there are reported UI issues with Esse
[quote who="pawelada" reply="36" id="3428457"]By the way, is your mod compatible with Children of Storm? [/quote] I think no. CoS should be considered as the whole another game. I just wanted to polish LH to make it more battle oriented and comfortable in gameplay. [quote who="pawelada" reply="36" id="3428457"]Edit: I should probably mention that I use Tile Detail Reduction at medium level, RiverBridge, SwampTile, MaulChange and Quest_ManUnderTheTree with your mod.[/quote]
[quote who="nowar1979" reply="33" id="3428328"] Excellent with the new updated mod, I know what I´ll be doing tomorrow and during the weekend Edit: What did you tweak in "3. I reduced economic bonuses to AI. This reduction may also allow the game to run slightly faster and consume less memory." How did you change the economic bonus (compared to Primal_Savages Difficulty mod?). And what difficulty would you recommend me to play on if I use your default difficulty i
There are some issues about AI and here is a proposal how to solve them. What do you think, will this work? 1. AI doesn't enchant his troops. 2. AI chooses unoptimal places for settlements. 3. Human players almost every time take Enchanters (to have Scrying pool) while AIs may not have them. Why does this happen? City spells that enchant units are more expensive than econimic city enchamntement spells and have lewer priority. Thus Enchanted hammers
[quote who="Apheirox" reply="7" id="3427840"] As predicted, siege combat has become more of an issue with the patch as the AI is now better at garrisoning cities. While it's good cities are no longer being left wide open [as often], the problem becomes the opposite: That cities are nigh unconquerable. If we're in the early stages of a game my armies will consist of a hero and up to five units. A city can garrison nine defending units plus the autonomous city garrison itself. The
Thanks to everybody for suggestions! I've added these features to Patchwork mod https://forums.elementalgame.com/450250/page/2/#3427839
Thanks to everybody for suggestions! I've added this feature to Patchwork mod https://forums.elementalgame.com/450250/page/2/#3427839
This time I approached the mod with high pragmatism and deleted most overenthusiastic features thet were in it earlier. The mod now is closer to original but AI acts more in style of human player. AI fights unrest in his cities and improves production earlier that in original. AI uses horses more often and equips his units better with magical amulets and other items. Battles are more intensive. Tha mod now is compatible with all other mods that don't change Hero trait develo
[quote who="nowar1979" reply="29" id="3427469"]The only thing I might dislike is the +20 default dodge, a assassin which gets the dagger with maul ability (and -1 to def/hit) was awesome before. But even with several accuracy traits the "maul path" is not such a good option any longer. Maybe this could be tweaked somehow?[/quote] Maul path was like a cheat for a player. It was too deadly. It remains far from reality. It was designed to be an ability of some monsters only but somehow w
[quote who="Crastiloowa" reply="11" id="3427407"]Provide the benefits of the "Underdog" trait or similar [/quote] Great! I like you idea. There is a trait like Coward which gives -30 Accuracy vs units of higher level. So Heroic could give some bonus to Accuracy. Sadly Tarthans already have one version of Heroic trait. I think that units with heroic trait should fight better when they fight in small groups or badly wounded.
[quote who="Fallenchar" reply="8" id="3426531"]To answer your second question: Since you are on this forum, I assume you have read 1 or 2 fantasy novels? Or played an RPG? Quests...swords...armor...the correlation is strong in this one [/quote] Yes I have... Wanderlust! What for all players play and replay? What do they hunter and lust for? EXPERIENCE and LOOT!!! Wanderlust means Experiencelust and Lootlust. I pay for a map and lust for more experience and loot! My crazy greed is all
[quote who="Fallenchar" reply="6" id="3427352"] Webusver, I like how you try to poll everyone about what they'd like to see in a mod. You are talking about the mage units, right? I always imagine them as regular soldiers who have learned how to use staves. Like a mortar crew. So they can still wear any armor they like.[/quote] I just want to gather any possible ideas, make a good mod and return to gameplay. I think now that you are right. I remembered that Quendar
[quote who="Raiddinn" reply="15" id="3426638"]There would be no way you could apply that to, say, all of America. If every man, woman, and child in America was a warrior then all of society would collapse as nothing else ever gets done.[/quote] Some countries have proffessional armies, some countries have recruit armies. In these countries every male should serve in army for some period and thus gain some army experienc
[quote who="Crastiloowa" reply="2" id="3427129"]Note that once you unlock "Aegis robes" they'll prefer those to leather...[/quote] Right, before Aegis robes mages and light units are all in leather and all look like soldiers, after Aegis robes all are in robes and now all look like mages. It's possible to add a trait, for example "Initiate" and assign all robes and staffs to be equipable only if unit has this trait of Path of Mage and all other weapons and armor non-equippable
Recently I felt sick when my units mages and heroes prefered leather armor. They don't look as mages in leather armor, do they? What if there were a trait "Initiate" (or what name do you suggest?) which will allow to wear Staffs and robes, but will disallow to use any other armor? It will act as Armor profficiency 1 and 2 and could be applied to trained units. I think it also should grant somthing magic in a small bonus, for example 10% spell resistance and +1 to initiativ
[quote who="nowar1979" reply="27" id="3426605"] I´ll dl it and try it out today or tomorrow. Will however take Primal_Savage tip and try to include his XtraSavageDifficulty.xml. But´ll Ill go for huge map and many opponents If I would like to try out and put your files in the mod folder. Do I just extract them into that folder or do I have to place them in certain sub folders? Edit: Thinking about that I now am having my opponents on Hard and Expert. I
[quote who="Raiddinn" reply="11" id="3426353"] I am not really sure that we are talking about what a "Warrior Caste" usually entails. A caste system generally means that society is divided into clear groupings and ranked against each other with relatively little potential to move from one caste to another. Usually, whatever caste your parents were in is what caste you are going to be in. So there might be a caste system that breaks down like this: Royal