Fall Further Plus

About the archer xp, I'm thinking that to prevent exploiting, ranged attack xp shouldn't be given when shooting a target which has Held promotion, or otherwise "Cannot Move"
 
About the archer xp, I'm thinking that to prevent exploiting, ranged attack xp shouldn't be given when shooting a target which has Held promotion, or otherwise "Cannot Move"

Don't do that. Simply becouse most of these units are acompanied by a stack of doom that can move.
And if there are any plans to merge this with the Huge monsters thing than shoting at held units will no longer be such a care free thing...
 
In my experience, it seems the barbarian AI doesn't use it's spells with held units. I have acheron superpowered, but he doesn't cast Breathe Fire when things move near :(

Besides that, Monstrous Creatures only affects the really big things. There are lots of smaller guardians on mana nodes too. Mana guardians aren't accompanied by stacks.
 
Isn't ranged attack supposed to not give xp if it doesn't do damage anyway?

Anyway, its kindof neat that the AI knows how to use it, but it still means that an elephant wondering into your land basically confers hero on all your ranged attackers as long as you can keep it alive. Its silly, and makes archery ranges totally worthless.
 
Well, that's another bug.

but even with that fixed, you could just keep shooting a target until you reach the cap, then let them heal. Held units like mana guardians are going to heal every turn anyway because they're not moving.
 
I think that should be considered a legitemate strategy and not an exploit.
 
Idea for a Khazad/Mechanos UU: Balloon. Similar to Kurio Airships, just with no combat strength, slower movement, and Flying. (hot-air balloons)
 
So Eureka...will it work like the orb event, in that you get to choose the tech? Would really suck to blow your world spell for the last 2 beakers on your currently researched tech....


Since the fallow idea is a no, how about a promotion that renders the unit non-living (although still able to gain XP)? Have it purchasable at one of the master buildings, requires cult of the machine. I'm picturing something like the nazi clockwork assassin from the first Hellboy. For that matter, you could have another cheaper promo that provides some combat bonus and renders the unit non-living AND unable to gain XP...lobotomized cyborg servitor.


As for the all-golem civ idea....Barnaxus as an alternate leader? He could have the "Awakened" trait...overwrites the golem promo with a similar promo that allows XP gain.
 
Eureka sounds ilke a nice worldspell idea. Has obvious points of awesoemness, but it also generally gets more rewarding as the game goes on.you can blow it on an uuber axeman rush, or use it to pop mithril working!
 
Ugh. I have it set up so that the new religion is founded automatically by the Mechanos when they settle their first city. Turns out that you can't just say NONE for the religious video though..... Crashes instantly. For now I'm using the AV video, but eventually I'll have to either make a new one or convince someone else to do it. :lol: This one, and the White Hand video.......

Edit: Also, the Mechanos palace now grants Refined Mana, Copper, and Gunpowder. Their warriors have an effect promotion that reduces attack strength by 1, so they will still be 3 :strength: with the copper weapons, but are better than average defenders with 4 defensive :str:... They already have to play defensively until they get their UUs, so I like the balance their.
 
The changes you made for the Doviello and Malakim are both very cool but the main thing I am looking forward to adding is Wild Mana. It is both very flavorful and a very unique feature and it will go perfectly with my newest feature and the second design goal of Rise of Darkness: The Hinterlands

It will not be exactly like the suggestions from many years ago but very similar and controled by a gameoption.
 
I am currently playing a game with the legion of d'tesh and i can't upgrade my lvl 9 chosen to one of the council of four.
Do i need to upgrade four at once or are there any requirements i am missing. the only thing i could find is that it needed to be a lvl 8+ unit and have researched strenght of will.
 
The Council of Four is currently bugged, but it's a very small bug. Just go into civ4UnitInfos, seach for Council_four, and change the unitclass from Unitclass_Mage, to Unitclass_Archmage. It'll allow the mage to upgrade to it.
Thanks a lot.
 
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