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N/A

16,899 views 20 replies
Reply #1 Top

This looks like a fun mod, however it's a bit clunky. (too many items able to be bought etc. and numbers on icons as they improve, should be the other way around ^^) If you somehow managed to make it random what items were available in the shop (max 5 etc.) it would be more interesting, especially as there would be some luck involved, and the more shops, the more possibilities.

If that isn't possible, try tying in some prereqs to city levels and types. (Unique Amulet of fire req Conclave lvl 5 etc. and that would make other items obsolete as well) More options at the bottom, less at the top, and more specialized. Probably a lot of work, but it would be a great mod if you did, and nobody else have tried that.

Random thought, if items have building prereqs, would it be possible to create unit "accessories" that only could be upgraded in said city with said building? 

Reply #3 Top

Quoting Primal_Savage, reply 2

- I can also make it so that shop vault II doesn't sell shop vault I items and shop vault III doesn't sell shop vault I / shop vault II items. But that means that in some cases you will not want to build shop vault II/III (Because of the price tags and/or losing shop vault I items). That's what you're thinking of?

Well, not really. If you went all the way with my idea you would have different items for different types of towns and their levels, making the "clutter" less, as well as providing specialization and rewards from growing city levels. Randomness in the shops if you could make it would be less for work you and do almost the same with a "luck" factor. (10 low level items in lvl I, 5 more in lvl II, 3 uniques in lvl III for instance, or just drop the shop levels completely and make a number of random items per city)

NOTE: My only concern is I'm not sure how the AI will react to this added complexity. Right now, they're buying Rare / UltraRare / Unique items for their heroes. But if they start building Shop Vault III at the expense of I & II, maybe they will end up with less items.

Don't worry about AI atm. The items they get hardly matters at all. They need superior stats some other way to compete with humans. (abilities, special items etc.)

Reply #4 Top

This has been added to the regularly updated list of mods for E:LH.

:thumbsup:

Reply #7 Top

Hmm.. Not sure they are that related, but your choice ^^. (I can always remove one of them if I want) Why did you end up using spells for the randomness btw? I would love some examples of that code ;)

Reply #9 Top

Did not think of that random modifier. (I should have checked DG... duh) Can you still use it repeatedly though? (Cancel, cast again)

Either way tying it into essence slots seems clunky. Can't you make a resource from your trading post for the spell cost instead? I don't think it needs to shown either, it can just be a value. (local req. is harder with this obv.) 

Also, did you manage to get that upgrade trinket thing working for units?

Anyways, good work, I have some stuff I want to experiment with now ^^

Reply #12 Top

If I understand correctly, unit design should is going to be empire general, but I think it may be possible to force units to be only created in one city when proper requirements are met... I'll have to experiment, but I suspect that the prereqs having required city improvement. Unless you tried that prereq before. Then I'm at a loss... time for eats for now.

Reply #14 Top

Dancing Boots II seem to have the same stats as the original Dancing Boots, though I suppose it could be because the Dancing Boots are so rare.  Anyway, is it intentional?

Reply #17 Top

Sweet, a mod just for me! ;)

(I know you are karma fishing, but it worked... ^^)

Reply #19 Top

He has made special mods for people before, he definitely wasn't "fishing for karma".  He is just a happy modder wanting to make the game fun for people, even though he is a Primal Savage. ;-)

Reply #20 Top

A Noble Primal Savage!