LonelyLurker
Chieftain
- Joined
- Sep 19, 2008
- Messages
- 99
I cannot figure out how to get Larincidhe the hero, either. Eternal court is a downgrade in terms of food, but still the Aos Si are stronger than most other civs, so I think that's okay. I agree with the True Green Fairie comment.Dear Esvath : 2 questions re-Aos-Si
how do one get Larcinsidh ? I'm in Eternal court... and cannot build him.
true green fairie is worse than "normal" green fairie : 20% in eternal woods double movement in eternal wood is worse than 20% in forest/ancientforest double movement in forest/ancient forest... as it narrows the bonus to inside country... while you already had similar bonus for inside country using "green fairie".
I propose: "true green fairie" 40% str in Forest / Ancient Forest / Jungle / Deep Jungle / Eternal Wood + double mvt in those.
(green fairie is 20% str in F, AF, double mvt in F, AF)
(to be noted: all other color--> true color fairie shift doubles the bonus.... true white fairie get 2ice damage instead of 1...etc)
the eternal court is hard for cities : lower food intake than summer court and not fallow like winter. (but that's manageable.... it's the corolary for increased commerce... but that's hard on hill heavy cities.. with 0 food on hills instead of 1. : while 3-2 is a "manageable" variation, 1-0 is a big variation. The 1 food was important: with 3 deers that's 1.9F.
Good catch! I am changing Larincsidhe's str for future version.However there is a MAJOR BUG with Larcinsidh ... he starts with 0 str.
I'll change to the following:a possibility to change / add Melee class in the attack discipline ?
So, GG XP generation is not a bug then?Is there a reason why the XP level for military great person not working?
I never produced a great general via XP playing MoM. Great Commanders are created the same way as other great people. It is pretty hard to do since you can only use buildings for the GPP accumulation. Sephi or esvath must have removed GGs via XP because of the Battle Captains mechanic that belongs to one of the civs (don't remember which one).
Found an Illians specific bug.
Completing the Draw does not allow you to move on to the ascension. It doesn't stay active, it appears to cast as a one off but needs to be currently active to ascend. Also appeared that divine essence guild tech was "lost" after using the draw - went from having it to having it red out and no mouseover text to tell me how much culture it would require.
I'm having a little problem with some leaders.
Ophelia is Agnostic on her own, so i think she is not the problem. And all Grigori leaders have the same problem as Allisol too.So the problematic leaders are Allisol and Ophelia? I'll check.
Ah, I found the code that makes Allisol and Grigori leaders unable to adopt religion despite their traits. I have set their religious weights (in XBARBARIAN_CIV4LeaderHeadInfos.xml) into -100 for all religions. It is intended. The real bug is, Danmos's religious weights have not been set into -100.Ophelia is Agnostic on her own, so i think she is not the problem. And all Grigori leaders have the same problem as Allisol too.
Enflamed from Flame Attack weapon property has 50% chance.- Flail of Ages enflamed effect is not passing to enemies in combat. I destroyed 2 civilizations with an army fully equipped with it and my enemies never got the enflamed effect.
Two Handed Weapon property will block Shield and Offhand Blade in future version (now it only blocks Shield).- If i equip an offhand blade or a tower shield i can still equip a two handed weapon, but i won't gain the two handed effect and i think thats intended. But, on the other hand, if i equip a two handed weapon first and later equip a tower shield/offhand blade, ill keep the two handed effect (and the two handed weapon).
- If i equip an offhand blade or a tower shield, as i said above, i can still equip a two handed weapon, but without the two handed effect. But if i drop the shield/offhand blade for another misc item (like cloak of nature), i won't get the two handed effect.
Not sure what cause this. Maybe some code in the DLL. I'll check.- Nature's revolt is not making animals stronger nor enraging them. Only the peace effect is working
I think that is intended by Sephi long time ago. Animals in general are less vicious than Barbarians.- Animals do not attack unprotected workers and settlers.
Fixed again.- This one, iirc, was fixed a few updates ago, but somehow it came back: I can't dispel some effects like the confused effect (the spell isnt clickable). The defiled effect also is not being dispelled, but on this case, the dispel magic is clickable (but not working).
I did not change any map scripts so they should be there if the map scripts used to generate them.- Portals are not being placed in mapscripts that used to have them, like MoM_Erebus and MoM_Lakes, is this intended ?
Yes. Workers can only transform one type of terrain into another type.- Drain marshes only allow me to drain moors, but i can't drain swamps. Is this intended ?
About melee units, is it possible to make barbarian class to have an offensive utility too ? Maybe reduce their damage type resist to 10 to compensate.
I have always seen barbarians as ferocious, unstoppable fighters, so i think it would be fun and different from anything we have in the game to give them a bleed effect.
This bleed would have a chance to pass to enemies in the same tile in combat like other effects (stunned, poisoned...), would work like the enflamed effect (but would do physical damage instead), and would last until the target get full healed.
I think for now I'll just let these leaders unable to adopt religion, even when played in Unrestriced Leader option.On the one hand, if the leader traits were balanced around the idea of compensating for the loss of religious boni, but then they get the ability to go for a religion anyway, it will make them significantly stronger then other leaders.
On the other hand you can simply say that going for the unrestricted leaders optional option, balance will simply be somewhat off. So people who'd like to play this way can do it.
They just have to accept the impaced balance, or the bad combos that might arise with some Civ/Leader-combos.
Enflamed from Flame Attack weapon property has 50% chance.
I think that is intended by Sephi long time ago. Animals in general are less vicious than Barbarians.
Bleeding is a brilliant idea! I adopted it for Berserker and Weaponmaster classes and Axe weapons.
For Barbarian, I envision them as "anti-magic" heroes. The "ferocious, unstoppable fighters" image fits Berserker more.
On the one hand, if the leader traits were balanced around the idea of compensating for the loss of religious boni, but then they get the ability to go for a religion anyway, it will make them significantly stronger then other leaders.
On the other hand you can simply say that going for the unrestricted leaders optional option, balance will simply be somewhat off. So people who'd like to play this way can do it.
They just have to accept the impaced balance, or the bad combos that might arise with some Civ/Leader-combos.
I think for now I'll just let these leaders unable to adopt religion, even when played in Unrestriced Leader option.