Part of the problem is the cap on yield total. A tile can only have a total of 9 resources. So you might find a 4/3/2, or a 3/3/3, or a 2/4/3, etc. essence seems to be the first to sacrifice. Gone are the days of clearing a stamp to find that one glorious city location with 4/5/3. Join me in asking them to put this cap in the XML so it can be modded!
emmagine
This finally is feeling like a game that has me as interested as MOM did. Lots of different things going on. I had a pretty big setback in my expansion, and kept playing anyway because I had gotten some cool quest rewards and items. I hope all my playthroughs go like this! That said, the one thing I *still* feel like we are really missing, are those awesome resource yield city tiles. Please please please consider removing the 9 total resource cap, or place
I have no idea which would be easier. I think adding calculations to the tag would add the most versatility for the least effort, as I would hate to ask for new code that would help pretty much just my mod. but I honestly have no idea what their spaghetti looks like on the inside. Any of these solutions would be helpful.
The city they are stationed in. It would be doable by causing the governor to add a resource to the city, and allowing a building to calculate that into how much exp to yield to troops stationed there, or the odds of it yielding experience per turn. As it stands, neither of these tags tolerate calculations.
well, that's why I was saying add calculations to one more tag, that is already in use. It would add alot of functionality, for minimal coding changes, without increasing overhead noticeably.
[quote who="Heavenfall" reply="33" id="3331446"] Quoting emmagine, reply 31 3. Allow calculations to be performed in a broader array of tags. (like the exp yield for a building to troops in a city). I would very much like to be able to have governors alter the experience yield for troops in a city they are stationed in. This isn't possible at the moment, but it would be if we could only have a formula in a building granting experience to stationed units. I assume th
Oh, I forgot to add the map maker. I have found it easier to use the particle effects editor than it is to use the map editor. I really wanted to make unique stamps, but after 2 hours of fiddling trying to figure out how to place a monster in my stamp, I gave up. If the tools aren't bugged, then a good tutorial on how to use them is 100% in order.
The important ones to me from the other thread: 1. allowing us access to the tile yield formula and cap. I'm aware we can change the tile yield, but there was a hard cap of 9 total resources per tile put in place. I would very much like to alter that number. There was a brief time where spots with resources like 5 materials 3 grain 4 essence were out there. That was the most fun period of the game for me, and from what folks have sai
what abilities are you trying to add? maybe we can help you find a way to do something similar.
I really hope we can all dial it down a notch or two. Stardock has gone so far above what any other publisher has done to make amends on this game, that it is something that people from all corners of the gaming community have commented positively on. I cannot think of another developer or publisher where the CEO would actually respond to a forum post, even if it is with attitude. While I agree that the attitude towards folks like Havenfall is counterproductive, it was for a
Okay, I'll give more specific requests. I think part of the problem with getting a 5 item list from the modding community is the wide variety of things we try to do here, whereas with anything else in the game, everyone will likely run into the same issues. Thus a "popular vote" can get you a list of things the vast majority of the players would like to see get fixed. For modding, the things you're likely to see me wanting are probably going to be very differen
havenfall I'm sure can do a better job of compiling a list than I can. But I can list a few things. 1. the map maker. Simply clicking on an object, and then clicking on the map doesn't place an object. Things like starting locations, resources, etc. Some things work easily and intuitively, others just don't. I tried to play around with stamps, and couldn't figure out how to place a monster at the entrance of my terrain. At that poi
Yep, it takes an extra turn for it to add into the calculations. I don't know if that's just the display, or if you actually get the bonus. Either way that's been a long standing bug. The bug that I'm talking about here, where If you have: city with 1 essence + scrying pool, Enchanted hammers and meditation If you destroy the scrying pool, You still retain Enchanted Hammers and Meditation. One of those should ha
While it might be possible to mod this, I don't really think it's worth the time to mod. The Computer doesn't make use of this "feature" and the player is capable of resisting. It is something they should change in a release, but the only people that would download the mod are the people that don't want to do it..... and there is a much simpler way to avoid doing it (don't do it). That said, our modding community is extremely helpful. &nb
Destroying a scrying pool returns the city essence slots to its previous value. It does *not* remove any enchantments that occupy the slot that is now gone.
For a very short while after they changed the tile yields, I was finding cities with 3 & 4 essence, without huge hits to food or grain. This made clearing stamps very valuable, as they had some of the best tile yield locations. Then the cap came and killed the fun. Would it be possible to get the cap moved to XML?
The Pious Farmers Guild was working, but not giving the right quantity of bonus. The quantity of bonus has been corrected. The issue you are seeing with it, I believe is the same as if you build a "brewery". Because the buff is a faction wide buff, you don't get to see its effect on the individual city in the "comparison window". The Governor buff issue is new. It used to be as soon as a turn went by without the governor in the city, they went awa
It's possible something in the newer versions has borked the essence buff from the governor. It was working, but I honestly haven't checked it's functionality in the multiple patches since i got it working (beyond moving my governor into the city I want to give the extra essence in). I will look into the Pious Farmers Guild and the Academy of the Arcane arts bugs this week. They are working in mine, and I'm not running any other mods. That
yessir. straight in the mod folder, and it is 1.29 compatable.
hopefully they will fix the issue with calculating experience bonuses. Time will tell!
I've spent a good 40 hours of my life trying different methods to add a reasonable amount of experience to a governor while he is stationed in a city. Current coding limitations prevent calculations from being factored into how much experience to give per turn. This creates a real issue because while 2 xp per turn at level 1 is very powerful, it is not enough to even look at sideways at level 15. It cannot be restricted to just one class at the moment, because of
Updated to reflect the changes indicated in the first post.
in regular elemental you could, but not in FE. The computer resource consumption was too high with it, so it got decreased and hard coded.
So you want champions you hire and monsters that join you to gain the same benefit? The lack of Global spells is in my opinion, the greatest missing component of elemental. You could eliminate the need to construct the building by adding the "auto train trait" to the core building (the hub for your cities), and have it add sight = SightBonusResource, and then pick your method of adding +1 to that new resource for having the racial ability. Now all units you train in an
I still think your best solution to adding sight to every unit, is to unlock a tech that unlocks a free or nearly free building, and have all units trained in the cities with that building be given a new trait that increases sight by +1