@Primal: I think JamesDyk just worded his post poorly, his troubles are only of a technical nature.
@JamesDyk: the mod is resource intensive. Try this little trick I learned: hit EndTurn from the clothmap view. Wait for everything to have moved, and then zoom in again. It changes EVERYTHING for me. Still, I think you should play on smaller maps and with fewer enemies.
@Primal again:
I wanted to post a few comments. Well, on the technical side, what I said above. I'm surprised I hadn't found that hint anywhere... maybe it's just my setting. Anyway, I *am* playing conservatively, right now I'm on a game with a Medium map and 3 opponents. It used to crash nonetheless until I started the End Turn ClothMap trick, and now I'm confident I could even dare a bigger map. It's the first time I managed to get into the later stages of the game with this mod, it might well be that this trick solves 90% of my performance issues.
Second, the mod is truly great and this is why I'm willing to accept a reduced gameworld in the first place. Actually, the mod really makes the game a lot, a lot closer to what it should've been it's what I should say.
I don't have extensive experience with it but a lot of the problems I used to have with the game seem to have been fixed. The hero paths especially are great and feel like the player has plenty of options and builds to explore.
Now, about my very personal wishes for future versions of the mod, if I'm allowed to just vent some for what they're worth ![](//web.stardock.net/images/smiles/themes/digicons/Wink.png)
One thing I've never been happy about with this game is how Elemental spells have been grouped. This is a issue with the original game, not the mod per se, still I think it's not a crime to hope that a mod one day will fix it
The problem as I see is that the groupings really make little sense. I can have a warrior hero who still has access to fire books and thus might get to cast the most potent fire spells down the road. Yet, some other fire spells, for seemingly no reason, are unlocked only by the pyromancy thing in the mage tree. Conversely, I may have a mage with pyromancy casting high level fire spells, but not other simple fire spells because he doesn't have the fire books in the general skill tree.The way I see it, it should be either one way or the other, spells that are so similar in nature should all be grouped together under a "fire only" class, be it the the books general line, or a pyromancer line for mages only. As it is now, I find it very confusing, especially when the elemental abilities like Aeromancy, Geomancy and the like lie not on separate paths and you have to select one as a requisite for the other. This truly feels like a weird choice to me. I mean if one were to be a pure "fire mage" he should be able to go just the fire way, without messing with other elements.
Another thing I'd like is that the utility spells could be more easily removed. I mean, I'm fine removing what I could the way you kindly pointed out to me, but still there are the Beer spells: I know I can just ignore them, but well, I might have some slight OCD issues, I'm afraid. And by the way, I know those spells can be handy, I understand why they have been put there, I just feel like while playing the temptation to use them might be too strong and might trivialize the hunt for resources.
Anyway, these are just my two cents, as I said I'm more than fine with the mod as it is, it gives truly new and proper life to the game ![](//web.stardock.net/images/smiles/themes/digicons/Smile.png)