ben_sphynx

ben_sphynx

Joined Last seen Member # 2387688
5 Posts 36 Replies 9,570 Reputation

I dont suppose you can define "GameEvent_Champion_1" with different nodes so that the nodes overwrite the ones in the original CoreGameEvents.xml then? Although if the QuestDef nodes are not unique, then I guess it might just be merging the lists.

5 Replies 5,431 Views

I'm getting this penalty on my cities when they are joined up with my capital. Is anyone else having this problem? The connections use outposts, some of which have high towers. Strangely, the problem sometimes happens and sometimes goes away (only to come back later).

7 Replies 7,285 Views

One of the interesting features of the 'AI' in Master of Magic, was that on higher difficulty levels, garrison duty in your capital was a reasonably combat intensive experience. Every few turns, something would be attacking your capital, be it wandering monsters spawned from lairs or nodes, or enemy armies which have been making a beeline for your capital from half way across the map. Yes, your city could get destroyed, but there was rewards of frequent combat experience for t

132 Replies 432,803 Views

Maybe suggestions for alternative summon skills. Each summon skill should provide a benefit to all your summons, and a thing you can summon. Eg Mirror Magic: Enables the summoning of 'Mirror Elemental'. Allows casting of any summon spell one additional time. Fire Elementals: Enables the summoning of 'Fire Elemental'. Any summoned creatures get +1 fire damage per fire shard. Air elementals: Enables the summoning of 'Air Elemental'. Any su

65 Replies 79,404 Views

Part of the problem is the inconsistency of the monster behaviour. If it was the case if whenever a city was built within 5 squares of a monster, the monster would attack the city (AI players cities too), then one would know to always defend the city, or to not build it in the first place. But the truth is, 95% of the time, cities can be left safely undefended. Often monsters move 1 square a turn, and there is plenty of warning to go deal with the

132 Replies 432,803 Views

Is it not all monster player characters? I think I had assumed that it was a bad thing, and that there is some internal AI player called the monster player that moves all the monsters around. That event defiantly needs better wording, so that it is obvious what it should do. Maybe one of: Monsters not controlled by players get +2 levels. or Monsters controlled by players get +2 levels. or Monsters controlled by the player get +2 levels.<

5 Replies 5,330 Views

It is notable that in LH, as a change from FE, we have to now research the technology to build on Wild Horses or on Wild Wargs, and the building intially provides 1/turn. In FE, we could build without the tech, and get 1/2 a horse or warg per turn. I think I liked the FE version better, as one could upgrade or not, if necessary.

57 Replies 53,114 Views

ploughed [quote who="DsRaider" reply="1" id="3338194"] Conclusions and Analysis. -Every base melee unit needs strength. At 4 points there is no reason not to give it to militia, horsemen, spearmen , or any unit that will have any armor. Just this small change will help the AI a fair bit. There should be no available melee unit designs without strength. Even with leather armor it will boost initiative by 2. Alternatively you could get rid of it and give all units +20 WC,

9 Replies 13,076 Views

Maybe we need buildings that use up horses. eg Chariot races Unrest -10%, upkeep 1 horse/turn Slaughterhouse +1 grain, upkeep 1 horse/turn (empire only?) Ploughed fields +10 food per grain. Costs 4 horses to build.

57 Replies 53,114 Views

I've now had more of a think about it. When monsters capture a city, make an event of it. Each turn, the monsters do something. Maybe produce another of themselves. Maybe burn down a building. Maybe kill population. Maybe send out another war party. Maybe convert some population into units that will fight for the monsters (undead!, bandits!). This should continue until a suitably legendary hero brings an army to defeat the monsters infesting the town. &nbsp

132 Replies 432,803 Views

Back to the original topic, it is very frustrating when a monster razes a city. I just had this happen, with a small group of easily defeatable air shrills, against a new city. I had not even noticed that they were near my city - I think I got about one turns warning on the 'there are enemies in our territory'. What happened - I saved my game, and quit. I may go back to it at some point, I may not. It's not a fun experience, though. I think maybe attacking creature

132 Replies 432,803 Views

In Master of Magic, the bigger summoning spells were multiple turn casts, and fantastic creatures (ie things that were summoned) had significant mana upkeep costs, the better the creature, the more they cost per turn, and the more they cost (and the longer it took) to cast them. And there were no balance issues if you wanted to summon lots of zombies, because lots of zombies did not win games. Sky Drakes, however... Maybe making summoning spells take several tur

65 Replies 79,404 Views

It's great to be linked to when quoted, but the hard part is the amount of xp that a monster stack is originally worth, before any dividing. I've had a look in the xml files, and it appears that on some difficulty ratings there is a combat rating to xp multiplier, implying that xp is calculated based on unit combat ratings. And different abilities have combat ratings assigned to them (CoreAbilities.xml) Presumably there are combat ratings for hp, armour and attack valu

11 Replies 41,402 Views

The description is: -2% Faction unrest Apiaries can be built on twightlight bees. They provide a city with additional grain yields and guildar. What they actually do: -4% faction unrest, no extra grain or guildar.

0 Replies 2,524 Views

We need some cheap spells, maybe even free spells, that do not scale much, so they are good at the start and not overpowered at the end. As an example - the lighting that goes through up to 5 units in a line - it is always set at 10 damage. If it cost 10 or less mana, it might be an interesting early game option. As is, it is pretty useless. So, some suggestions: 0 mana, 4 lighting damage. Maybe even +1 damage per level? Could be a level 1 air spell. "Ar

11 Replies 10,820 Views

I think spells cost too much compared to mana income. If we had two per shard (and more when upgraded), then reducing the effectiveness of the cost reductions would make spells more generally usable. At the moment, there are spells that cost 100's of mana, that I never ever cast, because there just is not enough mana.

4 Replies 12,820 Views

Reproduction - have your hero exploring a wildlands, so that there is not an adjacent square that is not wildlands beside them. Then trigger enough fame to get another hero (eg finish a quest with another hero taking you over the breakpoint). You get to choose a new hero, and they appear in your list of armies, but if you click on them, the map does not zoom to them, and you cannot find them on the map. I've had this happen twice now, and this second

4 Replies 24,582 Views

In my existing game that was started in 0.50, and has now been updated to 0.51, I've tried dispelling tireless march, and am still unable to recast it, even after ending the turn. Was this an xml fix, and so the error is baked into my saved game, or is it just still broken?

72 Replies 170,321 Views

It is a very contrary feature. Maybe it would be better if the UI showed the price per unit for each thing on both sides. Then it would be obvious that the AI is currently overvaluing their gildar. I would like to see the price per item vary continuously, rather than being set at the start of a trade. For example, if I have horses and they have no horses, they might want to buy horses at 10 per horse. They will accept any number of horses at that price, but if you sell

10 Replies 4,955 Views