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Do not waste your time with roads, the AI would never learn how to build them and how to use them. Teleportation rituals can solve the problem of fast movement for human players.
Keep in mind that the coding is easy but the play-testing is really time-consuming so if you are over-ambitious your project will take forever.
Would have been more productive as of late, but real life has been getting in the way this weekend and when I have been at home I've been mostly trying some other games.
But definitely making progress on this and have the project folders in my face.
Imperials, because I haven't really touched on them as much yet, can just straight up buy them.
Let me know what you think of the road design, initially was doing a larger road with little details but then from the world map PoV it just didn't look right and went with single pixel lines instead with some shading differences.
When a road has a movement cost of 0 you still use a full point when traveling over it, but during snow it only costs 1 movement point to travel the path in contrast to anywhere else, making it pretty useful. AI probably looks at that 0 for its pathing too, but havent tested how they move on it yet.
If I increase movement cost of all tiles to at least 2+ then roads would become more viable for the pathing. It's too bad that fractions don't work outside of stygian paths, as that was kinda the route I was wanting to look into.
Unfortunately, unless I've forgotten something (or something's been added/a workaround found), the only means of getting "fractional" movement costs to work right is with the stygian paths bentarg, which only works on plane 5.
As for roads cluttering the map, a simple alterterrain squareevent that doesn't affect a second "tier" of roads ought to serve as an effective automatic cleanup method for extraneous roads. Just have to make sure to pair it with AI pointers so the AI doesn't circumvent you. There are also other possibilities, depending on the scope of the building aspect.
But the issue I foresee is them just building them every turn everywhere making the world into a chaotic mess of roads as they go. But then if roads are fairly unusable for NPCs then having the player be given access to them would be a bit over an advantage.
I never saw a need for it, since the basic Python language definitions work well enough (they mark the class keyword incorrectly, but that's an events-only issue).
The one thing I will suggest entirely offhand is that if you are going to tackle this, now would be a good time to add your voice to the requests thread for spellweapon and spellgroup modding options to be opened up, as right now it's not possible to put together the various magic lores (Aqashy, Ghur, Shysish, etc. Oh, and Rune Magic) due to that particular limitation.
While most CoE4 data is still accurate (~97%), Dracula did a rip of CoE5 about two months ago. Not quite everything is done, but all the important stuff is there. You can get to it from the pinned thread in the modding subforum or from the resources section of the modding compendium.
I really wish there was a dump of all the CoE5 resources to see how things work, I found CoE4 ones but a lot of their traits are obsolete.
Feel free to holler at me for code, lore, workarounds, or workflow improvements (24 factions from scratch is a rather large undertaking) though.
By the way, I noticed you have a Kenshi background on your profile, you should checkout my Warhammer Fantasy overhaul for it as well.
Really should have taken the time to find a new sprite artist.
Personally haven't played much sacrifice classes yet, or really any classes outside of necromancers really. It seems possibly a little strict in what can be changed but I'll see when I get around to it. With the 'skulls' being a resource that I seen when playing necro, I imagine some skulls for the skulls throne gimmick could actually be a thing when it comes to chaos. lol