I am probably going to change tax rates to be a bit lower. I find myself staying on none or low and that seems to be giving me good money although I haven't had to buy expensive stuff yet. I will try some other values. Also forgot to mention I am thinking of allowing every city to be able to build adventurers guilds, rather than just limit it to 1. The population works well with having to use pop for soldiers. I am playing on epic research so with faster resea
BlackRainZ
Let me know if there is anything else you would like to see.
Well I didn't raise magic damage yet, i think they doubled magic damage for staffs in the newer version. However, mages will take longer to build than regular units which may balance it.
I am also considering adding some special defense units. Conclaves could get mage defense units, Fortresses get knights and towns get royal guardsmen (or perhaps some other name)
I can certainly do that, I would just have to design new walls, haven't gotten much into graphics though so if anyone wishes to do a graphics for me, great. I have thought about that already, like maybe conclaves could use the same graphics as the firewall spell (whatever it is called) which could be a firewall, I will look into it. Maybe an ice wall would be cooler.
NOW VERSION 1.6 WHICH IS COMPATIBLE WITH COS 1.6a In order to get this mod to work with Heavenfall's Children of the Storm mod, please first download Children of the Storm from Heavenfall and install it as instructed, you will then overwrite his files with those downloaded with the Immersion Mod in the mods folder. <span style="font-si
I have no idea what is going on....
Wages is affected by training time and the wage multiplier in the elementaldefs file and also how many soldiers are in the unit. These three affect the wage of the unit. This is the only way to set wages other than just no wages or the champion thing. You can play around with the numbers to get the desired wage or just get rid of wages for it altogether. In my opinion, it is unrealistic for mercenaries not to have a wage. Usually mercenaries have a sign up fee and a wage for prolonged deploym
As the title said, Confusion is spelled wrong, mistake or not, don't know.
Bah, the code I used actually did work, just not the way I had intended it to work. The code I put in doesn't stop you or the AI from choosing any path they want, but it does stop you from seeing or being able to select any abilities from that path. Now if I could find a way so that you can't see a path your not supposed to, it might work. Just not sure how yet.
Parrot, what code specifically hides something if you do not have the prereqs for it>>>>
Since no one has posted anything, I will assume everything is working well and nothing needs to change. I will move on to LH now and am working on a different Immersion mod for LH.
Yeah but that's something new that you created. I am talking about editing the existing paths. You can't make the existing paths require something, it doesn't work. I put in the code above and tried it out and I could still select any path.
I was just playing around with trying to do this. Tried both these codes and neither worked: AbilityBonusOption Noble RestrictedAbilityBonusOption Unit Summoner So I was not able to r
Thats good to know, please leave me feedback on how the mod is working out for you. I really want dialogue but since there really hasn't been much I haven't been motivated to update the mod heh. Feedback and discussion will motivate me to do things.
Hey Brain. You have to build a "town" to get food. Towns are the food producing cities. What kinds of cities are you building exactly ? You aren't going to be able to build a lot of food producing buildings in fortresses or conclaves. What faction are you using, kingdoms or empire ? Also, it seems strange that you can't get more than 80 population. Just the food you get from planting a city is quite a bit. You should be able to have hundreds of people without any food produc
It is definitely a possibility if I were to just make changes to those particular things but I am waiting to see what the LH expansion will be like because it is changing so much of the game.
Still race specific
That makes no sense for some of your units to do full damage and some not to, unless an older version of the unit is in your units folder in mydocuments and you just didn't realize it. Any older units are going to still have the code for the dmg reducer in their files. They would need to be removed. I can't think of any other reason.
Sentinemodo, let me know if you made those changes or not.
This may also be why the factions aren't getting good armies if you didn't delete the units that were in that folder before but it might not be the issue, not sure. I will try playing a game with the ai now.
Sentinemodo, did you delete all the units in your units folder before installing the new mod changes, the reason I ask is because if you created or used older unit designs, they will still have the damage debuff on them. You must create BRAND NEW units. If you use any old designs from the older mod version, they will have the previous changes.
I will look into the wolves.
Hmm, I haven't gotten around to playing as of yet so I can't comment much. I am not sure why the AI is having such difficulty. Have you tried designing units for them and seeing what happens, they should be recruiting enough. I don't think there is any real way for them to prioritize military training more unless I am missing something.
You can up the taxes to get more gold or don't recruit as many soldiers. Building more cities and gold buildings will generate more gold. Also, some heroes can give you gold too. Trading and trade treaties and certain wonders give gold as well. There are many ways to gain gold.