UnleashedElf

UnleashedElf

Joined Last seen Member # 5265356
20 Posts 111 Replies 1,986 Reputation

Yeah I think so - late game defender probably wins, at least for an all plate melee soldier. The problem I've always had with defenders is that there isn't a "force attack me". The problem with warriors is that against late game opponents, they tend to die relatively easily and that needs expensive potions to cure their wounds. To be honest, both classes could see some reform.

20 Replies 20,116 Views

It's late game - let's say you've got a mage and a commander champion. But at the same time, you also have access to plate mail. Many of your top units wear plate as well and you have plenty of crystal to supply several stacks in full Champions. Would it be better to have a defender or a warrior champion in late game? Why? With champions individually? Or as part of an army?

20 Replies 20,116 Views

[quote who="halmal242" reply="604" id="3442493"] For a trait to be in the unit designer it has to have two things. Code: xml Unit_Design and Code: xml 6 With these two lines of code added to a core ability it can be also used for unit design. Just beware that this can be added to very powerful abilities as well so units c

844 Replies 1,935,159 Views

[quote who="GFireflyE" reply="1" id="3441308"] Currently, as I understand how city militia work, there is a double standard being presented. - Player's city militia will only defend the first attack of a given turn. Subsequent attacks in the same turn will not have city militia present. - AI's city militia will defend every attack in every turn and will be at 100% force and health each combat, even if you've killed off or damaged some units in a p

7 Replies 16,375 Views

Of all the AI traits, which do you think are the 2 that make the best combination of AI? 1. Expansionist 2. Not as sure - could be militaristic or monster hunter. What about Civilized? Combine this with a player that has good physical bonuses and you have the best AI. Which strategy is best? Clubber? Spear?

4 Replies 6,774 Views

I've been doing more investigating. It looks like in the unit builder, you were right, unlimited traits could be made. However, what is restricted are the champion traits. You cannot assign champion traits to units and expect them to be built, even if you modded them to be henchmen. Edit: Basically if it has the tag: Unit_Level You cann

844 Replies 1,935,159 Views

[quote who="Crastiloowa" reply="599" id="3442355"] Hypothetically, you could have the CityTrainingBonus apply an attribute which specified that a spell be cast at start of combat (similar to the "Noble Legacy" for Pariden.) The spell could then check a condition and apply results based on the results of the check (boolean.) Not sure if there are any testable conditions to see if a unit has an equipped ranged weapon, though.[/quote] Hm

844 Replies 1,935,159 Views

Out of curiosity, is there a way to selectively apply: CityTrainingBonus For example, only archers get 1 type of bonus, while melee combat units get another type of bonus?

844 Replies 1,935,159 Views

[quote who="GFireflyE" reply="4" id="3442253"] Yithral and Gilden tend towards the top. I've taken to enjoy having them in every game so that I can have some AI challenge... Relias, Kraxis, Capitar, and Tarth follow behind, able to put a decent fight until midgame. The rest seem to be too dependant on unique aspects of their faction, without any coding on how to properly use those unique aspects. [/quote] I'll p

8 Replies 9,880 Views

[quote who="parrottmath" reply="595" id="3442193"] The problem lies with the fact that one never builds a fort. The city levels to a fort. So you prevent the city from leveling to a fort. That is go to CoreAbilities.xml and add your prereq to

844 Replies 1,935,159 Views

Has anybody tried making random maps that exceed max recommended sizes? I have tried to make such a map that is 16x16 or Anthys sized. It seems that I run out of memory fairly early on (within 120 turns in the game). What are your experiences with large map sizes?

2 Replies 19,608 Views

Curious question, which factions do you find consistently do very well? Right now I'm finding that the factions that emphasize physical combat seem to do better than the other types of factions. My rankings: Are there any particular traits that you find do very well? Splitting them into tiers: Yithral and Gilden do very well in my games Altar, Magnar, Kraxis, and Capi

8 Replies 9,880 Views

[quote who="Crastiloowa" reply="591" id="3441820"] Regarding adding the trait slot(s) as a race/faction ability: if it matters to you, having extra selectable trait slots will probably not be a very beneficial ability for the faction when controlled by AI. Just look at how frequently the AI chooses the "base" unit designs without even using all three default slots. At the very least you'd need to pre-design units to make use of all the slots at various tech l

844 Replies 1,935,159 Views

What about making something for the Dead like the quest generation that the Altarians have? They could constantly just quest endlessly and gain xp that way. Then make the quests give the rewards that they get from going to war?

44 Replies 156,816 Views

[quote who="abob101" reply="587" id="3441463"] You should be able to do that via a facion trait if you want, something like this in a faction trait ability should work I think... Player AbilityBonus A_Traits Faction has one more traits that other factions.

844 Replies 1,935,159 Views

[quote who="Primal_Savage" reply="584" id="3441451"] Quoting UnleashedElf, reply 583Looks like it's hardcoded to 5. I was able to go up to 9 (which seems to be the limit as far as the user interface is concerned)[/quote] Odd? I could only go up to 5? Did you use 9.0000 in your race config?

844 Replies 1,935,159 Views