BlackRainZ

BlackRainZ

Joined Member # 2383523
0 Posts 10 Replies 1,127 Reputation

I found a way so that you can limit a sovereign to one path. It is a temporary way until they change the code, but it works. The only thing is the AI wont be able to choose a path, you will have to put in the code for each sovereign which path you want. However, created sovereigns could still choose like normal (unless edited in the code). Not sure if you are interested in that at all. For example, if you want Relias to be a Warrior, you can make it so he is always that

544 Replies 1,099,139 Views

I was able to get this to work sort of. The problem is you have to predetermine what path you want the sovereigns to be so you will have to put in the code for each sovereign the path you want for them. I found a way so that they wont pick another path but will stick to that path you defined for them in the code. I put it into my immersion mod.

37 Replies 26,743 Views

Awesome, just tested in game to see if predetermined paths will work and it does. So, now in the mod, those sovereigns will have those paths always, they wont choose different paths. I know that takes the randomness out but I think it fits the Sovereigns and will only work with their strengths as a faction. Tell me what you think. Edit--- bah, I thought it worked, and it does work with the player but the AI still picks a second path even with a predetermi

168 Replies 406,512 Views

I have decided not to change magic staff damage for now so I wont up that. I have changed the tech requirements for all the towers leading to the forge of the overlord. You need 4 different techs now, the last one being ereogs journal which is almost the end to get the fourth tower. It will be much more difficult to build the towers now but the first tower you get with the book of mastery. I am going to try editing the sovereigns so they have a predetermined path, below

168 Replies 406,512 Views

Well, how much things cost in diplomacy shouldn't depend on faction power and the costs are way over the top. A faction with even just a little bit more of a power rating then me expects huge amounts of valuables to even enter into a treaty with me. Couldn't that be done better ? Also, shouldn't you be able to choose whether or not to cancel a treaty ? I think these two things will help a lot. Perhaps diplomacy could be dependent on how much or how little another faction

99 Replies 422,219 Views

[quote who="tjashen" reply="23" id="3357098"] Quoting Istari, reply 15 Quoting Xan, reply 12 This thread is really embarrassing. It makes our community look like a bunch of comic book guys. Please refrain from personal attacks, xan. We do read through the threads and we are aware that our hard core fans, especially the ones from the beginning, aren't happy about the removal of encumbrance. The battle between complexity vs. focus h

99 Replies 422,219 Views

Why do you keep saying lvl 4> You choose your path at lvl 2 Also, there is no guarantee that the way you are doing it will get the results you hope for. Even if you give them a set path and they then get a second path, you have no idea which path they will choose their skills from and they may not choose them from the intended path you wanted. A better way which I am going to try is make it so that all the sovereigns are already on lvl 2 so they can't pick a path

7 Replies 9,053 Views

So with the XP changes, heroes and units are leveling up much faster and honestly I love it. I think it is a lot more fun this way (although not sure how others will feel about it) It also fits into the way time is done. Since each turn is a week, after a year or two there should be no reason why an army and a hero shouldn't have become much more powerful. I am on year 3 now so that is about turn 150 and I have 2 heroes on or around lvl 10 and several army units on

168 Replies 406,512 Views

Updated, All town types will now give some XP for heroes per week (turn) 1st and 2nd level towns will give 1 XP per week (turn) 3rd and 4th level towns will give 2 XP per week (turn) 5th level towns will give 3 XP per week (turn) The Adventurers guild gives 3 XP a week (turn) and can be built in any town. It takes a while to get to the higher level cities so of course it will still be in your best interest to

168 Replies 406,512 Views

The problem is because you are using the mods folder. This does not work for many changes. If you are changing horses you will need to edit the files in your game directory. Do not place them in the mods folder.

9 Replies 9,766 Views

I've been looking into the walls, seeing if it would be easy to create new types of walls but I haven't used the forge before to build buildings and I can't seem to figure out how walls work exactly so unless someone is willing to create some new wall graphics for me I think I will have to stick to the normal walls. It is easy enough to limit towns and conclaves to only the first level walls if that is what people want but personally I like being able to build all walls in all tow

168 Replies 406,512 Views