[quote who="Primal_Savage" reply="16" id="3401820"] The reason I was suggesting to up the difficulty level was simply that an AI with more resources will likely expand more. So you could up AI intelligence to Ridiculous (For the AI you feel aren't expanding enough) and let the other AI with the same intelligence (Expert). It seems to me that magic AI have more problem winning/expanding (Except Pariden) than war AI. Something to consider if you sele
JetJaguar72
[quote who="Primal_Savage" reply="13" id="3401671"] Quoting MechaGodzill, reply 11 I've been playing on expert. How do you think that increasing the difficulty to ridiculous might help balance the number of AI cities relative to each other? Thanks in advance. LOL, someone is edgy! You're welcome. [/quote] I think that maybe my current campaign has been somewhat of a fluke. When
[quote who="Primal_Savage" reply="10" id="3401661"] Increasing the AI intelligence might just do it... Have you tried the higher levels?[/quote] I've been playing on expert. How do you think that increasing the difficulty to ridiculous might help balance the number of AI cities relative to each other? Thanks in advance.
[quote who="coyote303" reply="8" id="3401629"] Interesting idea. Be sure to let us know how it works out.[/quote] I will. Do you have any other suggestions that might help balance the AI's number of cities relative to each other? or just anything which could help with run-away AIs? Any changes I make, I'll have to make prior to starting (can't mod in mid-game). Thanks in advance
[quote who="StevenAus" reply="6" id="3401616"] All game related XML data is stored in the savegame, so yes, you do have to begin a new game for changes to take effect.[/quote] Thanks
Do I need to begin a new game for this to take effect? I doesn't seem to have effected my current campaign. Thanks in advance
[quote who="Primal_Savage" reply="11" id="3401566"] Something along those lines? Just gotta find how to stick an injury on a sov... Note that this would be a permanent +1% unrest Unit_Injury??? Self_Injury??? Sov_Injury??? Player_Injury??? Obscurity
[quote who="Primal_Savage" reply="3" id="3401439"] Quoting MechaGodzill, reply 2 I've been searching for a way to increase the unrest penalty for number of cities from 3-per-city to 4-per-city. I've been searching through the files under "data/English" -but no luck. Does anyone know the name of the appropriate file? Should be a very simple change. Thanks in advance ElementalDefs.xml 3</CityC
I've been searching for a way to increase the unrest penalty for number of cities from 3-per-city to 4-per-city. I've been searching through the files under "data/English" -but no luck. Does anyone know the name of the appropriate file? Should be a very simple change. Thanks in advance
Hi. I'd like to mod two things in FE:LH, but I can't find the right files. First off, I'd like to increase the unrest penalty for number of cities from 3-per-city to 4-per-city. Should be easy enough, but I haven't been able to locate the right file. and secondly, I'd like to add some slight penalties for when a sovereign is defeated: a temporary unrest penalty and a reduction in fame (similar to the loss of mana that occurs now). This is pro
Can I mod the effects of a defeated sovereign to test it's effects? Which files should I open? Thanks in advance
In most of my games (always play with 10 civs, huge map) it seems as though one or two AIs end up with 12 or more cities while most AIs have 3 cities. I'm not talking about late game, this usually happens quite early. So very early in my campaigns, about 80% of the AIs are almost certainly out of the race for a victory. To deal with run-away AIs (which is a problem in most 4X strategy games), I'm wondering if maybe the unrest penalty from number of cities should be increa
[quote who="elmuneco235" reply="1" id="3400219"] I never base what I'm going to promote my first city to on my first city, but on my second and third. My style is very unit-based, so a productive fortress is important to me (if you play with, say, a single assassin hero, it wouldn't be important at all). Your first city is the only one you can guarantee will be good (assuming you have a 9-resource tile), but that doesn't mean you won't soon run across one that will
I'm playing as Altar and my first city is a 4/3/2. It's about to reach level 2. What type of city should I make it? Is there one type that stands out as the best choice for this situation? Thanks in advance
I'm still having the same problem and I've tried everything I could think of to fix it. Any ideas? Thanks in advance
[quote who="onomastikon" reply="66" id="3400144"] After seeing the pre-release notes of what is in the making for 1.4, I'm quite worried. I do still have high hopes for 1.5![/quote] Where can I see the 1.4 pre-release notes? Thanks in advance
Excellent ideas about weapons. I've been thinking about similar changes for more realistic immersion; especially spears against mounted. Balancing this may take some time though
I'm starting to think that it might be better if cities were not entirely destroyed after a successful attack by monsters (or any other non-faction units). Instead, I believe it would be penalty enough if the city lost a level or two (representing the death or uprooting of it's inhabitants), lost a few buildings and maybe suffered extra unrest for a while (representing the population's discontent over not being properly defended and morale loss because of the death and carnag
In my case, they surrendered with 6 or 7 cities left. If I had reduced the Surrender Threshold (but not turn it off entirely), would they have still surrendered with so many cities left? Thanks in advance edit: I had the setting on normal
[quote quoting="post"] Good Morning Is it possible to have, at the beginning of the game....perhaps in the "Where are you?"screen where you choose your starting conditions, an option called "Prefferd Start Location" where the toggled choices can be: Preffered Start Location Middle Edge Corner Random Often I am finding myself ctrl-N'n for a start location based on geographics....not resources/power etc. I wo
In my current campaign, my Kraxis empire is located in an isolated position in the south-east corner of the map. I share a border with only one other civilization (have a full 10 include ona huge map) and I also share a border with two wildlands. The civilization I share a border with (I can't remember it's name -I'm a new player) just surrendered, despite being ranked 4th of 10 in power ratings. It had been at war with many others, though not with me. When it surrendered
[quote who="joeball123" reply="33" id="3397698"] Quoting MechaGodzill, reply 28What exactly "does +10 (or any number) while defending" mean? Does it mean +10 when his side didn't attack to start the battle? More or less as NeoNick7 said, although there are no dodge while defending bonuses that I know of. As long as your unit doesn't make an attack or use most special abilities, that unit will drop into defensive stance at the end of its turn, putting a shield icon ov