Yeah I have written that down as well.![]()
Yeah I have written that down as well.![]()
Could we reduce the Dwarven corruption down (if its possible) down a little bit? Once OoG and OOTMM are destroyed, you deal with a large amount of corruption, and it makes it very hard to do anything as your going broke for like 10 turns, then making money, and its quite a pain in the ass, more so in an HS to have that happen.
Also, HS3 is probably going out of buisness, i say we start getting a planner(Schedule) of how we are going to start it and what we are going to do to finish it. I know modders do this to organize it and make it easier to know when your doing this and that, ect, instead of do everything randomly
I'd actually like to see corruption reduced for all faction, but you're right, the Dwarves with a split empire get hit the hardest.
This is from the descr_settlement_mechanics.db file, and is exactly what you were looking for.Code:<factor name="SIF_CORRUPTION"> <pip_modifier value="1.0"/> </factor>
Set the value to '0.2' and voilá, corruption is cut. It's almost magic
You can also set it to '0.0' and be done with it completely.
"For myself, I would see the White Tree in flower again in the courts of the kings, and the Silver Crown return, and Minas Tirith in peace: Minas Anor again as of old, full of light, high and fair, beautiful as a queen among other queens; not as a mistress of many slaves, nay, not even a kind mistress of willing slaves. War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend: the city of the Men of Númenor, and I would have her loved for her memory, her ancientry, her beauty, and her present wisdom. Not feared, save as men may fear the dignity of a man, old and wise."
Is there any need for corruption at at all? All it does is take more money away from certain factions than others.
Also can something be done about spies dying? For factions that are unable to recruit another spy, having it die spontaneously is stupid.
As for movement points, maybe they can be the same for all factions (special traits excluding).
Sounds good, but what do you guys think about removing assassins completely? The thing is that they can be quite handy for spying sometimes if your agent limit for spies has been reached.
Assassins have nothing to do with spies vanishing, they just seem to die randomly. Im not going to try to understand why they die, but is it possible to make spies immortal?
Having all factions with the same movement points would stop certain factions having a huge advantage. In hs3 I couldn't get close to Rhuns armies, they could hit me without fearing getting attacked themselves and the war was lost in 2 turns (Dale was wiped out in 1 turn), it is the same in BFME, I just couldn't move anywhere because if I did I would lose and Mordor just waited fearing the same.
Just a suggestion, but can we outlaw spies opening up a city? Dale had a stack in their last settlement and in one turn they are dead, not being able to put up a fight.
Last edited by *Ranger*; September 12, 2012 at 10:43 AM.
I'm okay with removing assassins, but I'm not sure about movement point bonuses. Dwarves with Rhun style movement!?![]()
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And...
First one to upload a file!![]()
I removed Help Weakened Faction, Last Stand, Garrison Script, and Money Script, as these are all AI faction scripts and won't apply to hotseats. The only other change I made was reducing the rebel spawn to three units per rebel settlement.![]()
Can I apply this to the work I have done now? and where should I place the file? just in /data?
Last edited by The Norseman; September 12, 2012 at 10:46 AM.
Of course, that's why I uploaded it.And the file path is:
mods\Third_Age_3\data\world\maps\campaign\imperial_campaign
About movement points: Since I haven't played Dwarves in a HS I'll yield to the previous Dwarven players' experience, but I'll say that we can't eliminate all disadvantages for factions. To maintain balance their has to be pros and cons. Dwarves already have a lot of advantages, including mines and OP infantry.
And I would be against outlawing spies opening settlements.
Mordor has the same movement points as Gondor, atleast I think so. It is just that most of Mordor`s generals have extra mov. points while the Gondor generals have very few.just couldn't move anywhere because if I did I would lose and Mordor just waited fearing the same.
We should make a poll thread for this, because several of the players use spies.And I would be against outlawing spies opening settlements.
Oh and could the editing go faster by using tools such as Gemod? Or does that not work with TATW 3.2?
Last edited by The Norseman; September 12, 2012 at 11:01 AM.
We should atleast make it alot harder to open up cities then, as a faction had a spy of their own in their last settlement, with their faction leader and a stack. You shouldnt be able to steamroll through a faction using spies. There is no point in playing if your carefully planned defenses are just gone beacause someone uses a spy to open up every one of your settlements...
I think he means Geomod and afaik it should work.
I am not certain about that Gallus, I just check in the Guide, Resources and Art forum of TATW where they had posted a Geomod compatible tool for TATW, but it seems that version is only compatible with like TATW 1.4 or something...
If you want to see more just press the link: http://www.twcenter.net/forums/showthread.php?t=333013
Hmm... After reading that I'm not too sure. It'd probably be best if you don't use it.
Hmmm it seems Rhun`s cities have all got paved roads, even the ones who are really small, while huge cities like Esgaroth and Dale does not...