Valkrionn
The Hamster King
I choose absolute yes, no pie at all
Since it's optional, and since you also merge surround, and since I got bored hacking 100+ Axeman, then why not merging this wonderful xUPT? If I don't like it, I can disable it. Perfect compromise for me
Valk, what file is needed in merging this? I still hope it's python so I can merge it in my modmod
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From what he said, it's all in CvUnit.cpp in the DLL. So not python... And python would make it ridiculously slow anyway.

Cool.
I hate having 60+ guys moving arround.
+ it would allow you to put emphasis on commando promotion, blitz, the enhance promotion for arcan units (+1movement for summons), archeryII promotion, and mounted units... to improve the number of attacks per turn to more than 1 per unit on the nearest stack, so that units 1 tile away can still attack..
just, I think spells should be reworked a bit : now you put all your units on the same stack before launching the spell (buffs or area damage).
now you'll need 1 arcane unit per stack per buff instead of 1 per buff (+ 1 medic +1defense +eventually 1"guardmsan"..etc).
+the aoe spells will kill many units of your stack : maybe enhance the resistance to attacking spells coming from friendlies ? (so it might damage you but might not)
Maybe medic promotions and buff spells could have an aoe? (it won't change much the game balance with the feature off, but with the feature xUPT on, it might be a game-saver).
EDIT : PLus I think a modifier based on the civ (multiplier or additional to city/fort...etc) should be implemented. I mean : at least for the CLAN. Maybe also for others, but that would require a lot of balance (ex: reduced for Jotnar). but I think it is vital for the Clan.
Any rework of absolutely ANY features would be done via optional module. Spells would likely end up being one of those.
Modifiers based on civ/type of unit would be good, and I'm already considering them, but first we need to get it working.

It's bad pool ... You can't ensure the pool to be objective when you put "cake" or "pie" option in it's IMBA
anyway ... i'm for it - it may be interesting new experience
@Calavente:
I'm glad to see another LFGComic.com fan![]()
A bad pool? What, did the kids pee in it?

And where exactly do you think the hamster's golden eye comes from?

articnightwolf : Valkrionn is another.
Valkrionn : I said on another thread that I was happy with having few updates of RifE ... that was a lie ...
If you install xUPT in RifE, upload it quickly ... even you don't add all those marvelous civs and balance you are promising !
I wanna try it.
pretty please ?
with a cherry on top ?
Nope, sorry. Won't be out till 1.3 is released; Too much of a pain maintaining two separate code bases.
It's not really in it's "introduction speech" so I forgot it.
And true enough, he actually emphasis that's it's a new title....
(by the way I Loooove this chapter on the magma ... especially "science is hard")
what to do...? humm ?
ok, I'll update the signature
to be on the threads' subject :
It would be interesting to have some units (GC or some civ heroes +GC not counting as a unit for unit place) allow to have more units on a tile, ex : corindale that does almost nothing or Magnadine as he is supposed to be a fearsome war leader, or maybe the organized trait : +20% units as you are more organised ?
Maybe having decimals count as a whole unit ?
(ex : organised leader (+20%), on citadel (+20%), with a GC : +10%, 3UPT = 3+50% = 4,5 => 5 units on the tile instead of basic 3.
city (+100%) +GC (10%) = 6.3 units => 7 units on tile
might be also fun to have some units being counted as less than 1 unit (hawks, goblins...) and some as more than one unit (trolls, giants, ogres...) (that would be an other way to balance the Clan or Jotnar instead of adding a civ modifier) ex : 4UPT, giant = 1,5 unit : you can have 3 giant on a tile (3*1.5 = 4,5, but it there are 2 giants = 3 units, the code will allow a new giant to enter the tile as UPT is not reached).
All good ideas, though I'd have decimals round down.
Still, need to get it working first.
I'm interested in seeing this as an option, I think I've posted in 3 UPT threads re: FFH and modmods at this point, ha ha.
I'd assume the first crack at it would be porting over the basic, as is system from ROM:AND... see how it plays, then start fussing with twenty different twists like whether forts or cities increase stack size, whether some heroes could boost a stack, whether some civs like the Clan could have bigger stacks, how exactly summons count or don't count towards certain limits, etc.
Again, get the vanilla way of doing it right, then get fancy.
Funny thing is, since it's all optional, and even when it's on, you could set a limit pretty high if that was your gameplay preference, users messing with what they feel works for them is all good, and a way to work around any of what feels like "wrong" gameplay to them (i.e., if they were mad that a hunter and hawk counted as 2 units, no one will stop them from increasing their max stack size in SP, unless and until someone did a mod to this, whether it was Valk or just an optional module for RIFE).
Exactly.
