Those skins look great. Thanks for the work
neroir
These kind of tiles is what the vanilla game lacked so terribly... Really nice work. I'm eager to see the new undead version
Those steps steps are in the right direction. I specially like 1, 2 an 10! Hope to see them implemented soon.
I like the model but.... it looks like a smiling cow :S. I think a minotaur has to look like a fierce warrior, not a nice bull. But apart from this little issue, a really nice model!
I like John_Hughes's tile as a house tile
Nice work! I really like the farm and the study (the houses not so much...)
Flying units More damaga types/resistances
[quote who="Raven X" reply="7" id="2761574"] The thing is though, the faction is made up of Undead. You already have to have special technologies and structures to make the equipment they use, plus, I want to keep it so the AI can make Undead Units effectively in the Single Player game against the player. Special, More Powerful Recruitables, WILL be in Undead Rising 3.0. Perhaps powerful undead Liches (casters) and Death Knights (undead cavalry) can be kept back as Technology specific re
Is there any possibility of linking unit textures to the tech-tree? I think it's a good idea to have technologies that allow you to recruit different kinds of units, like zombies, skeleton, etc. Maybe this can be achieved with an "item" like the scout pack, or something like that, so by default you create skeletons, and equipping that zombie pack you create zombies.... This can also helps to asign special abbilities to the zombie units.
Maybe you should focus on the "elemental" theme of the mod and keep playing with the shards, and the magic and so on, and left the new special trainings and these thing out of this mod. This will help to make your mod more balanced, more compatible with other mods, and even more appealing. Adding new "elemental" buildings, new "elemental" trainings, new "elemental" weapons, new "elemental" NPCs, fit better than adding ton of cool things (like the herbalist and assasin training) with n
Why is the cost for special abilities hardcoded? Each ability should have it's own cost depending on its effects. This will help modders creating new units wich several abilities...
As many people have said before me, the game in it's current state feels like a beta. Things that I don't like: - Factions: uninspired, all are the same... - Game atmosphere: uninspired. Hate the idea of a dead world... - UI: don't like to scroll through the different available actions for a sovereing, for example. Few info. Although I think that the last patch has improved it. - Combat: way toooooooo simple. - Magic: the same as above.
I don't have any problem starting the game, so your problem might has nothing to do with windows 7 64bit
In my game, going to the clothmap and returning to the normal view solves the problem and everything is redrawn (in both normal and cloth map views)
I have the same problem. CTD when autosave executes, when clicking next turn, when summoning a bear... random CTD
The arrows for the "Edge Scroll Delay" don't work. Well, they work, but you have to click 10 times in an arrow to change the value.... I think we dont need milisecond precision for this option....
I think one of the reason for prefering our own faction is the lack of charisma of the existing ones. They all look too similar (at least, human factions). Try to make them more special, more different. And as someone has stated before, people want to create their own faction, but love to play against elves, orcs, dwarves, and so on, so you should consider to keep the factions you have created, but giving some flavour to them, making them more unique (different visuals, differen
I think it's not implemented. Hope to see it in the game soon
Make object requirements easy to see in the unit design screen. When i've tried to equip a unit with the "Band of the eagle eye", the training cost turned to 98 because crystal are required for this item, but I haven't noticed it before because object requirement are only visible if you scroll down the object description. Requirment should appear as icons and in a place that doesn't require to scroll
I'm having the same issue when customizing my Sovereign. The crash always happens when choosing equipment. No way to upload dump files at this time, sorry :S
I like to see something that was proposed in the first post about quests, and that it's also explained in some of the replies in this one: options (not linear quests) and consequences (living world) For example, in the dragon quest, in point 3A you could 1) Help the witch to get the scroll 2) Stole the map form the witch (which has as a consequence an angry witch attacking one of your cities/heroes) 3) kill the witch and get the map (this can have as a conseque
I hope to be able to make more tests this time, cause the previous build was completely unplayable for me :S
I've experienced this problem too, but not only with my channeller but with all of my units. The figurine is drawn in a tile, but the unit is is a different one
I've keep playing and, in fact, it's not a factional thing, cause now my game is crashing always, even with the altar faction :S
When I start a game, go to the main menu and start a different game, the game always freezes at the "creating world" screen