It ain't all that hard to get him to level 16 when you have one of your vampires bite him and so he can just gobble up population for XP![]()
can u plz put new items on this game plz like a shield armor or something like that so its coem like a real rpg!! come on , or some1 that can do a mod , do that plz ç____ç for example , an excalibur sword that u find in a stone but protect by a huge monster maybe a dragon!!!! how about a boots that make u to fly maybe , the boots of elio , just and idea!! coem on ç___ç i really like a rpg things!!!
There are already plenty of items that can be found in dungeons or got from an event. Also, some heroes drop their weapons when defeated (Orthus, Hyborem, Rathus, Alazkan...)
FfH have some and I added some of my own and FF items.
I think the current amount and chances to get them are fine as these are really special and powerfull. Do not plan to add much more - and if I do, there need to be reason for it. And certainly no manufactured items - metal weapons and duskwood are just as much as there should be.
FfH/Orbis is a strategy game with rpg elements and I want to keep that as it is, not to turn it into standard RPG.
But if someone wants to make a modx3 centered on rpg elements, please be my guest![]()
We just don't have enough werewolves!
Castra Legionis: Melee units + 3 xp, Legio Formation training at lvl 6(?)
Knightly Order: Mounted units +3 xp, squire at level 2, various at level 6 (these depend on religion yes?)
Naval Academy: Naval units + 3 xp, some additional bonus at lvl 6.
Wild Haven: Recon units + 3 xp, additional bonus at lvl 6.
Engineering Corps: Siege units +3xp, additional bonus at lvl 6.
new building to replace Military Academy: Archery units +3 xp, additional bonus at lvl 6.
No, but neither are hill giants. Just a bunch of wild lizardmen living in the ruins of their once-great cities.Why do Ruins still spawn Lizardman even though those aren't Orcs units anymore? I think they should spawn something else, like a bandit. Bandits would quite fit a Ruin, I think. It could be cool to have a Lesser Werewolf too, capable of turning units it defeats into Lesser Werewolf, say, 10% of the time. We just don't have enough werewolves!
Might be what I am looking for. Will take a look at master promotions.Could you give the Master Smith promotions to the Castra Legionis and other master promotions to the other buildings (and the ones from FF+ for master siege to Eng Corps)? PlzThis seems more fitting than the way FF handles those promotions as well it would be more fitting than putting them in the guilds.
Forts: do you mean you would want forts unit to be moved out of the fort after x turns and replaced by another? I quite like the fort mechanic already... then I don't use it much. Much more than in BTS or FFH, mostly to protect chokepoints or coastlines. Can I ask you to explain again what is bothering you? I'm having trouble with my brain
Animals: I wanted to create such an army but I had trouble, the animal I mastered being hidden nationality and thus attacked by others animals and, as it had low health, it was killed. But yeah, str10 animals are tough. That's cool I think![]()
Hmm... I quite like that. I'm more thinking that the unit in a fort should be named a "Fort Garrison" or something along those lines. Sacrifying a unit to get the Fort Commander is a good idea I think. I'm not convinced by the x turns things though. Why not just make it like it is currently, keeping the fort commander in place? The only issue I see is that you could put, say, an Immortal and have a pretty powerful commander... Which would certainly break things. If it is mostly for the unit's graphics, I'm sure another solution exists.Nope. I just want the unit I assign as the "commander" to stay put for x turns. After the turns are up I can choose to grant the promotion again. Just one unit is a commander in each fort of course.It's not that something is bothering me about the current system. It's just that I feel that castles are so neat that they could be expanded further. The current castle commander is annoying in that it's a "free" unit (I should have to sacrifice something to claim a castle) and that it doesn't look anything like the other units in any civilization.
The "sacrifice" I suggest is that you simply put one of your own units in the castle to claim it. But to compensate for this I imagined that you get free xp for doing this (just like the current castle commander does). To keep this from being abused, and to help the AI to actually use the improvements, I imagined that the unit gets locked in place for a time. Since the AI upgrades it's units fairly well this would also make forts more of a challenge in the late game when the current commanders are a complete pushover (AI doesn't use their ranged attack).
Damn. I forgot about that! I guess a captured animal should be Hidden Nationality and hasCasted, then... I'm also thinking that the Commander/Minion mechanic to be brought by FF will be very interesting here. You would be able to set it so animals are ranger/beastmaster/whatever minions and thus limited in numbers, like 1 for a hunter, 2 for a ranger, 3 for a beastmaster...You know you can remove the hidden nationality promotion on the same turn you catch the animal? No movement doesn't mean that you can't use abilities. This also allows you to "pop" lairs without sacrificing one turn of movement. And sure, a few strength 10 animals are cool. A few dozen of them, which is very easy to "farm", is basically a free and very strong army as soon as you get Rangers.
Wow, I really want this <_<