Hark0nnen

Hark0nnen

Joined Member # 2431604
0 Posts 8 Replies 37 Reputation

[quote who="FoShizNat" reply="1100" id="3580807"] I noticed, for example, If I were to give the Lithe bonus +10 dodge, -1 hp...it would be doubled and give +20 dodge, -2 hp. Same goes with race bonuses like the Mancer's giving +2 movement instead of just +1. [/quote] This is a result of improper installation, specifically not disabling CoreAbilities.xml in game folder (or you have some other copy of CoreAbilities somewhere in your mod folder)

2,228 Replies 8,548,740 Views

[quote who="Primal_Savage" reply="1096" id="3580399"] EDIT X+2: Constantly reloading for whatever reasons (e.g. Save scumming) will likely lead to more frequent crashes. [/quote] I seriously suspect that a problem is not with save/load per se but with autosaves. Almost every time i loaded a game from autosave it then led to crashes or hanging on end turn.

2,228 Replies 8,548,740 Views

1. Ok, i understand thats not easy to fix and bonus is not really strong, so it doesnt worth an effort to fix. 2. As a temporal fix disabling dual classing from paladin/sorcerer is ok solution. But i really think its better to move the autocast if possible. [quote who="Primal_Savage" reply="1090" id="3579508"] The Tactical Autocast adds +1 Cast Time, but you could select Effortless Casting (Sorcerer), Savant (Mage), or Nimble (Sovereign Talent) and it would nullify that p

2,228 Replies 8,548,740 Views

After playing with _XD_ for sometime i have some bug reports and balance comments: 1. Units you get as rewards from quests come with "Thinking Machines I" trait, which is supposed to be reserved for ai units as far as i understand 2. Dual class and paladin/sorcerer. When you switch class you loose tactical autocast tied to you first class - resulting in former paladin loosing all combat bonuses from sword line of traits and sorcerer loosing penalty to cast speed. Meaning dualc

2,228 Replies 8,548,740 Views

[quote who="Primal_Savage" reply="1067" id="3576756"] 1a. The A_UserGuide.txt does not state that you need to add a Path Scroll in order to Dual Class. It states that if you want to add a Path Scroll to Custom Sovereigns, you will need to do it manually. It also states, as a Nota Bene, as a Postscript, as a NOTE, that in the particular case where you want to combine a Path Scroll + Dual Class Talent, you will need to do so in a particular manne

2,228 Replies 8,548,740 Views

I tried playing with _XD_ today for a first time, and while its mostly works i have a few comments and questions. 1. Dual Class. Please fix the A_UserGuide.txt! I think this is exactly the source of problems of people above. It states that to dual class you need to manually add and then use Consumable_X_Path_XXX scroll to you sovereign, which is total bullshit. But i was only able to understand that it is bullshit after i searched through .xml files for a hour or two.</

2,228 Replies 8,548,740 Views

I reinstalled the game and its now works. Mysterious really, because i ran a string search on MinValidTotalTileYield to be sure i dont have any leftovers from mods and the only other file with it was elmenatlsdef from FE scenario.

844 Replies 1,924,188 Views

I tried to play a game today after a long hiatus, and was surprised that MaxTotalTileYield and MinValidTotalTileYield have no effect. Tried as a mod first, than edited Elementaldefs in a game folder - no go, it stays as 6/9 :( I am pretty sure this worked before, did they disabled it in 1.8 or what? Also, ExpBaseOnPointsToLevelUnit seems not having any effect either, i dont remember if i every tried to change it before, but there are older mods on nexus that fiddle with

844 Replies 1,924,188 Views