Is there a way to mod the number of perk points champions get when leveling up?
Dekent
Why does everyone have this all or nothing mind set? I don't think anyone is advocating making starbases immune to strikecraft, a swarm of bombers should be able to kill it just as well as they do now, the starbase should just be able to take out a few squads with it.
[quote who="Seleuceia" reply="56" id="3127779"] Quoting Tridus, reply 55It'd sure be cool waching your Titan deploy more ships in its own defense I'm tempted to go with this as well...already tried it out through modding to see if I liked it...one limitation is the abilities, as that gets buggy on SC...[/quote] I like that idea as well, although I think corvettes should have their own 'slots' separate then SC, I think level 6 carriers, SB
I think that has to do with the AI being slow to research pacts, you basically gave him everything they needed to research, but otherwise it prefers to spend its money on more capital ships =p
In general it seems AIs pick ONE other person to send envoys to and that is it, if you aren't their first ally they never send you any. Try a 2vs2 game and watch your ally smother you in them!
No one is saying to make starbases immune to strike craft, we're just advocating that they should not be defenseless to such a basic unit when they are meant to be the ultimate defense. Also, everyone knows to build tec hangers around them for defense, that should not always be required. Not all starbases have that luxury either, what about bases build to guard nodes or to bridge trade lanes? I think it'd be fine to have them be about as effective as flak hange
They only needed a hard counter pre-rebellion. Now with titans and hyperspacing vasari SBs the tec and advent bases lost a great deal of their usefulness. It's also honestly just dumb they have no AA, even if it was only a token amount it makes no sense they are defenseless to something so basic as a fighter.
Advent enabled!
It's a free to play web based game....it does either of 2 things. You are hooked and spend way to much money on their micro transactions or you realize how bad it is early on =p
This is the code that adds caravans I gather? Player AbilityBonus A_Trading &n
Have you confirmed the caravan mod is working? I see the code copied into the market place but it doesn't seem to actually have an affect (yes have files in the main directories and not mod)
What exactly is broken about the default buildings? I looked through them while playing with the +1 trade route/market from my other thread and they did appear to be a mess.
Package em together by the time I get home from work please =p I'm going to add the +1 trade route to bazaars too instead of having a tech that adds them, those techs seem to come way to late in the game.
This gives alot of hope to the game knowing that things like this can be modded in easily...I've been able to make a few gameplay/building mods I thought make things more interesting as well. So how about those stave files? =)
My janusk was replaced by one of the heroes i put I parked in my capital with him early in a new game, something is up with this...
Having caravans control roads is no longer a good idea, my nations are even snakier then before with the new 1 limit! I figure markets take up a slot of food, might as well try to mod in more of a benefit to them.
Anyone know where in the files you find where the caravans are limited? I'd like to increase the cap from 1, maybe add an increase from things like markets.
I also agree this has to change, personally I like the bodyguard (champ+squad of units linking and unlinking) feature as it adds a whole new set of possibilities to make champions even more interesting.
I hate this response but...It's in the XML files =p You can go in and edit it and turn them into supermen once you make them. Look under documents/games/elemental and you'll find your units in there.
It does need ALOT more spells. MoM had alot of useless ones but it had alot of flavor. To me, fireball, electric ball, ice ball, and earthball are all the same thing. When spells are just copies with different graphics it's boring. If you are going to have an equivalent in each tree they should still be different. For example lets say a spell that adds a defensive wall to a city. Firewall does damage to melee units attacking city. W
Wait, so children can now be born with essence in the final build? That's great, is there any sort of formula to it or is it random? Also dynasties are what attracted both myself and a friend to game, so would definitely like to see them expanded upon as much as possible =)
1) Agreed! Also as someone mentioned your sovereigns avatar is stuck with the starting look instead of changing with full gear, I'd rather have the cool robes over a patchwork king for the entire game. 2) Just noticed this to, the hidden cap needs to go, you can actually see it by pulling up the cities detailed info (number of tiles). I think they just set the cap pretty high instead of removing it completely because it was easier, b
Cool, the whole 'start with a city already' bonus seemed weak before!
I was thinking it would be interesting if they had an essence based on an average of the parents. So a 20 essence sovereign and 0 essence champion would have 10 essence kids, then if they had children with 0 essence it would be 5 and so on. Now this would make intermarrying with other dynasties quite useful in order to keep essence levels up =)
It would be cool if the seed # was a calculation based off the world name, the only issue I see is what happens when the coolest world turns out to be asdfghjkl;'!