Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There are still events in Chivalrous like Age of Piracy that I've seen at least twice spawning 12 cannons, which no AI will survive when released near capital city and leader is dead. I've reported it to That Human but the stacks seem to be created randomly from all units provided in pool, so no real way to avoid this kind of situations.
After having a few thought about it, I am feeling that the AI research priority might be the most important thing which can help her being strong. I have started to review that a little bit on my side for my class premium mods, and I also took care when redesigning hero skill tree to choose carefully skill priorities for AI.
There might be also a balancing issue with the invasion events from Chivalrous, I think it's worth giving the feedback to That human as well.
10 gold is maybe a bit too low, but adding slightly more units sounds good as well. I think it's not that long to do, I will have a look and keep you updated :)
if a supernatural phenomenon exist, Ai willing to that outpost investment.
Guard I - Cost 10 , Tier 1 unit x 3 ( Ai's army + 3 is good under my experience)
Guard II - Cost 150, Another Tier 1 unit x 3 (Totally 6 are strong vs roaming groups)
Guard III - Cancel (Mid-game ready have own T3 army)
(Just a propose with my experience. Pls ignore if inappropriate.)
Do what you think to keep your great works
Agree with u, no-need to touch so many items as a programmer's view (Also MODs problems related to the new race ).
Sorry about that, i didn't know races difference (What a complicated sets of races buildings). IF there is no other ways to give them free, just let it be. Thanks :)
There is one big issue with your idea- as you may have noticed, defending units belong to the race of the city. Which means, in other words, that despite the fact they all look the same each garrison building is linked to one single race only.
Therefore, if I were to attach the effect to let's say barracks / temple etc, it means I would need to create 9 different barracks / temple etc for the 9 races of the game and this would heavily hurt the mod compatibility with other mods.
It would also mean that when migrating a city, you would need to rebuild said upgrades every time.
I can look at decreasing their current cost though.
Since i always play RMG with the extreme hard settings, found that new defense structures does very minor effects to the Ai's. ( Human player simply build tier 1 range units can solve most of issues)
The reason is Ai will maximize their strength to explore or attacks, rather than defense their own cities when they are no threats on that turn, especially just leave one or two weak units on their outpost, very easy for surprise attacks.
At the early game-time, Ai also rarely build structures, except Walls & Barrack. So my opinion is, can we just give a free unit comes with Walls / Barrack / Temple of each. No-need to build, let Ai's have defense in a passive way.
I would perhaps have added a 4th level where you have to choose between 2 options, which is always fun. 2 exclusive buildings, one adding 2 extra infantries, one adding say a trebuchet? Choice, choice ... the essence of strategy!
Does not work with dark elves for example or any race added by an external mod.
THANK YOU SO MUCH!
If you are using a mod which could modify the spell "Spell of Return" from the sorcerer class then that would be the one. All this mod is doing is setting up the original sorcerer spell to be for all classes instead of being dedicated to sorcerer. But it's a change made on the initial file of the game, I did not create a new file/a new spell if I remember properly.
Return spell is there and useful though
I really like the idea of this mod though!
I find the buildings weak, for several reason. The cost first. It's not about the resource cost, it's about that given there is no build points carry-over, contrary to Planetfall, then it means 3 turns overall for the 3 buildings. With these 3 turns, I could produce 3 units (at least 3 tiers I and II units). Granted these units cost upkeep, compared to the garrisons, but they are mobile also, so are more useful.
Garrisons, by definition, will only protect their city. And lets face it, except for the lone sneaky brigand or an early game threat, your garrison even if maxxed won't do much!
I very much like the concept though, but I think you should not have taken the road: cheap building, weak garrison. How about doubling or tripling their cost, but having them spawn 2-3 units each for example?