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You should still get an option to download it without signing up. It ought to be toward the bottom after selecting the file isn't it?
"No thanks, continue to download →"
Now I have to figure out how to get it working...Thank you for your hard work!
In order to collect gems, you'd need a Lord Alchemist recruited. Let me know if it doesn't work after the turn you get one.
EDIT: Incorrect, read below.
Ah, I see. The Lord Alchemists are not meant to be commanders, though when I'd tested something with them they were at one point. It would seem the 'gathergems' code only applies to commanders. I could make an event to pull it off, but I feel like that'll get convoluted. It might be best simply to change the cost to gold.
Let me know if you run into issues with that ritual. For reasons I couldn't recreate, the elemental resistances it bestowed to the units went away once.
You could make them commanders with noleader. That way, they won't *act* as commanders, and it'll be a little easier to see which spaces have them. You may or may not want to nerf their recruitment chance when doing so, since always-recruitable commanders are a big deal.
Alternatively, since your current implementation gives a 100% chance of being able to recruit Lord Alchemists, it's not really a meaningful gate to have gathergems restricted to them, and you could just move that to the Arcanist line.
I suppose you're right. It wouldn't be the worst thing in the world to have the Arcanists using gathergems, though I tried to pull away from similarities to the warlock class. I tried having the Lord Alchemists be non-leading commanders and it cut the difficulty of playing the class by a surprising margin. Having to taxi the units to areas of high gold income in it of itself is one of the challenges when playing the class. It rewards fortifying certain areas and plays to the flavor of the class. Alternatively, having them recruitable only by chance makes the class very dynamite. The early game is very important to the magi, bc if they don't get out an alchemist asap, it's hard to keep up with other factions. Lord Alchemists are also--flavorwise--business oriented. Not the best combatants. (Better than a senator possessed by Mohammad Ali, but still.)
I have played 3 games as the class you made and I have to say I enjoy it a great deal, the high amount of spell casters is fun and the use of upgradable troops is always a joy.
But here are some concerns:
1. If you recruit enough LAs they use their +5 gold a turn to make it to where you really only need 1 spot and it is good forever (I currently have my starting camp, a castle, city, and a desert castle and am making 430 gold) now I think this can be fixed a lot by:
a. Lower the gold income to +3
b. Raise the cost to 100-120
I think both of those will make the faction a very late unstoppable force (right now I am rocking a 77 man group of all mage heroes, they are destroying anyone who dares to fight me). I like the way you went with it, but the way you can cheese the LAs is a bit conscerning. (keep in mind I have 4 capitals, thats 20 extra gold a turn)
2. Mages seem useless, they just pale in comparison to the arcanists and mages you recieve, perhaps add a upgradable path for them as well? Maybe they can split into more spell casters with different schools and levels in those schools? This way you could instead of recruiting all the mages have a army of fire casters, ice casters, etc.
3. Is there anyway you can make it to where you can upgrade the warriors more than 1 time a capital per turn? I (and my friends) never played the dwarf queen in CoE3 much for the reason that it was just plain tedious, even though it was my fav class :/ perhaps add a commander that can upgrade them for a higher fee then the recruit option and not use up his action points? (like a trainer or something?)
Thanks again for the mod, currently beating a emperor level necro pretty hard lol I am enjoying this mod a great deal.
If I'm to whine a little anyway, it would be to suggest, for your next update of the mod (assuming there will be one), you use the free ZIP archive file format rather than the proprietary RAR format – to make it more instantly accessible. More here.
This said, having installed the proprietary UnRAR, I did take a look at your mod nevertheless, and I am happy to say, unlike several other mods I tried that came from Windows, it ran without a hitch on my Linux. (In other words, no mismatching letter cases for me to correct in file names and in references within your mod to those files.) Just to let you know.
Haven't had the time yet to really play with it but it looks fun and well thought out.
I had actually forgotten to disable the base gold per turn rate they got. (Hooray for trying to keep track of multiple .c4m files!) It was intended that they only amplified existing gold sources, hence the alchemy. But you're saying you think it'd be moderately balanced keeping it in there but lowering it? Realize that they double income at any given spot they're located. I'll give it a shot none-the-less. You guys tell me it works, I'm all for it. Also, sweet starting area.
This. I had though about this for a very very long time. I had planned on a variety of rituals to upgrade the mages that commanders had under their command, you'll likely see it in the next two updates, but the problem is I want to stray from elemental stuff because of the similarity to warlock's class. If you guys could give suggestions as to what branches of magic you'd like to see, I'm sure I can cook something up. I was worried to be honest, about people gathering too many arcanists. To combat the obvious preference leaning towards the commands over the mage troops, I'm thinking maybe decrease the offer chance? (Can't remember if I allowed for libraries to increase the recruit chance; I'll be sure to check.) Dunno if you maybe tried or not, but an army of the basic magi are also ridiculously strong as long as there's at least half of a front line. Though the turns can get long, the chances of each of those magi having like, the earth spell striking three times per caster is basically having three archers per mage. Not to mention the level of battlefield control. (spawning in libraries helps.)
Sadly I'm not sure there is a way. At least that I know of. Increasing the unit count you can recruit per turn will make the army size explode. With their already crazy high armor (rightly so for the overall price) it's already bordering op when compared even to things like dwarves who have tower shields and high armor from the first upgrade. They're meant to be very good, but impossible to crank out in quick bursts. The faction overall *should* work mostly defensively until someone can teleport.
Aw thanks man. :)
I appreciate any and all feedback. My goal is to make it as close to unanimously balanced as I can. I can't do it without you guys.
Thank you very much for the heads up, as I didn't even consider the Linux users. Good catch. I'll use 7zip for the (absolutely happening) future updates.
I really hope you enjoy the mod when you do play it, I'm super anxious to hear your feedback. You've been a voice to and for the community for a while now, and I'm 100% sure I'm not alone in recognizing how much you've contributed to modders and mod users. Additional shoutout, as I'm about 70% sure you extracted the sprites that I had altered and am now using for this mod. Awesome to hear that it's easily compatible.
1. I believe it would be fairly balanced yes, tbh the mages are hard to hold any non spawn or non library spot on the map without diverting alot of forces into it, if you stockpile LAs for awhile then move to the next then stockpile and so on it gets you in really defensible money making spots, right now I think the faction plays very late game... They just get there faster than most (lowering the LAs income will help that I think)
2. Tbh I wouldn't mind elemtal paths in the mages, they are a good magic path and I think ignoring it would be a bad idea (however there are tons of magic paths and it is your mod, if you don't want to do the elements then I have liked everything thus far, can't imagine I won't like it this time lol) perhaps do something on the lines of:
a Apprentice
b Evil Adept
c Dark Apprentice
d Dark Mage
e Dark High Mage
c Death Apprentice
d Death Mage
e Death High Mage
b Neutral Adept
c Illusion Apprentice
d Illusion Mage
e Illusion High Mage
c Iron Arcana Apprentice
d Iron Arcana Mage
e Iron Arcana High Mage
b Light Adept
c White Apprentice
d White Mage
e White High Mage
c Golden Arcana Apprentice
d Golden Arcana Mage
e Golden Arcana High Mage
Obv. The more options you have in the paths the better but starting out with a few and dividing them up somehow would be nice, would even be cool to see later evil mages spawn the dead, neutrals use druidism, and light summon angels. But, that is not entirely necessary lol.