Just wanted to say 'Thank You!' for making this mod. It really helps out while waiting for patches and makes games much more fun. Keep up the good work. [e digicons]k1[/e]
Daynarr
As soon as it becomes available on Impulse, I'm buying it. [e digicons]:thumbsup:[/e]
Well, I think OP has pointed out game weaknesses quite accurately, at least as I can see them. I don't agree that Elemental should a remake of AOW2 but magic system really lacks. In the game called elemental there is actually no elemental damage. You can't do any fire damage, ice damage, poison damage and such. There are no resistances to these types of damage either. A fire giant or fire elemental can take just as much damage as any other unit in game from a spells like fireball. It would re
I didn't try 0. I have it set to 1 and always do tactical battles.
[quote who="bobbyohms" reply="185" id="2756861"]Thank you for the update and the hard work to continue to improve the game. I read through all the replies to this post and so far haven't noticed anyone mentioning a point I'd like to add (sorry if it's been mentioned in another thread). It bothers me that whenever a single unit is attacked on the map, the combat is automatically calculated without the option to play out the battle yourself. There should be the option to e
I'm not sure I like the changes for the magic system. I was planning on making a pretty big magic mod that would remake existing spellbooks and add lots of new ones. The changes were supposed to differentiate existing fire/water/air/earth books instead of making them too similar as they are now. OFC there would be much more spells in each book too. I would also re-add life and death books. The plan was to make each of those 6 books available at the sovereign creation and they would cost 10 de
No, didn't see that one yet. But I did lost a pioneer when I loaded a savegame. The pioneer finished training on that turn, I put him out of the city and started moving him to a location. When I pressed the end turn, some spider swarm spawned out of nowhere and attacked one of my other units (i think it was my spouse actually) and killed her. So I reloaded the autosave that was apparently created right after I pressed end turn. This time, those spiders didn't spawn but my pioneer unit was gon
Actually, I don't think they override an old one. I had, for example, a shard popping up on top of my already built farm. I've also seen shards showing up on top of other resources too (even AI's). When I click on them, though, old ones still exists and are still selectable (I could still select my old farm) but the new ones are not (couldn't select or develop a shard). Also, I've seen notable locations and quest locations showing on top of resources as well. In fact, I frequently saw more th
Maybe there could be a building that can be built in the city and that would allow stationed heroes to gain 1xp per turn. Should help a bit. 1xp ain't much to unbalance anything it IMO.
Same thing happening in the 1.06 version (although it seems to run much more smoothly). The OOM crashes are far less frequent to me then they were in beta and they indeed happen only when saving game (makes no difference if its quicksave or normal save from menu).
[quote who="Glyptar" reply="38" id="2734947"]I feel exactly the opposite way. Heroes pay for themselves many times over if you take a few upgrades to the dungeon level. The amount of gildars from treasure chests and such is completely out of balance. 100/200 from the treasure chests, 600 from those level 4 treasury things... I get some heroes, make them grab all that money, meanwhile I've researched the "legendary plate" armor in the magic tree, buy it for all my heroes, slap 200 h
I agree with original poster on everything with the exception on having champions with magic abilities which is totally against the lore of the game. Having a standard equipment that costs 5-6 times more for champions really makes no sense. It's also a main reason why you can't use them in battle. First off, they cost a lot to hire and you can't use them in combat since they cost ridiculous amounts of money to equip them to the same level as the common soldier only to have them killed
Just like SuperTimo, I got that Morrigan (or something similar) book from a quest and didn't see any additional spells available. Not fully implemented feature yet? Indeed, you can get some additional books by researching magic tech tree as well. However, you should also be able to get some from the quests and more could be added via mods. At least that is what I remember by reading some official posts during late beta.
[quote who="Trifler500" reply="9" id="2733749"] Nope I checked this during my testing. *All* factions have higher Combat Speed in combat than they have listed in the designer or if you click on their picture to see their stats. I just checked again after reading your post and my units for Tarth have 3.0 Combat Speed in combat and my units for Paradin also have 3.0 Combat Speed in combat. The Great Warriors bonus is either not working or it's being applied to all factions whether they hav
Yeah, that would be screen trying to follow the flight of the arrow. It's completely unnecessary, so it would be a good idea to remove it or at least make it optional.
[quote who="Trifler500" reply="4" id="2732253"] I don't know how you got 3 combat speed. Are you sure you weren't looking at Attack instead? I've tried it with both of the stock factions that have it as well as with a custom Kingdom and a custom Empire faction and none of them had 3 combat speed.[/quote] How to see 3 combat speed? Easy. Make a custom faction with Great Warriors trait, make some units, ENTER COMBAT, check their combat speed. On the main map only their base combat
[quote quoting="post"] After considerable testing (and re-tested after the hotfix), I've found: Great Warriors - This faction trait still does nothing. Units for Tarth and Yithril have no more Combat Speed than any other faction. I also tested it using the Faction Creator and still saw no additional Combat Speed. I did make sure to look a the tooltip for Combat Speed to see if it might be too small to change the whole number, but nope, it shows no effects. [/quote
Lords of Chaos.
Ok, i tried playing game in window and looked at task manager. The game's mem usage climbed up to 1.2 GB in about first 2 turns (as expected), but then I went to build something in my capitol city and it went up to 1.5Gb not long after it went to 1.6 GB and then I got out of memory error. My system has 8GB of RAM and graphic card that has 2 GB of RAM (2 cores, each with 1GB). It shouldn't report out of memory on 1.6 GB usage. Weird thing is that apparently some actions like opening city scree
Here is a savegame. http://dl.dropbox.com/u/9586486/Game1.EleSav I think it's just before that battle I had a crash but it usually takes about 10 turns or so for another crash to occur. I never had a crash on exact same spot after I reloaded a game. They seem to be more 'time based' then 'specific action based' to me but it could be a combination of both. This save will probably work on that battle but if you play on 1
Here is another debug file (I was pressing ctrl+shift+M during that session but I'm not sure if it had any effect). This time it crashed after battle when my sovereign gained a level. It crashed on level up screen, pretty much the same way I described it for diplomacy screen. http://dl.dropbox.com/u/9586486/debug.err Here is my prefs file: http://d
I'm having same issue ever since I got into beta (3.0 version). On my PC it happens very very often even on small on tiny maps. My system has 8 GB of RAM (I'm on Win7 64 bit) and my video card is ATI Radeon HD 5970 with 2GB of RAM (latest drivers ofc). My CPU is Intel I7 860. I seriously doubt that this game can fill up so much RAM in such a short time which is usually about 10-15 turns in game. I can probably produce tons of error reports for it but I guess I'll post the last one and i