Impressive work, Savage. Thanks for creating this! I've only briefly played the mod but I've stumbled upon a few things: 1) The Channeler's Legacy change, changing mana generation: What is the reasoning behind this change? You're giving every city the ability to produce huge quantities of mana as well as slots for lots of enchantments - it seems like a significant departure from the main game's rules and frankly game-breaking so I'm wondering why
Apheirox
An Air Shrill would have to be level 29 to deal 33 points of damage to anything so there's no good explanation for why this is happening.
[quote who="anc40" reply="3" id="3441359"]While the militia units DO eventually upgrade their blunt weapons for free with the appropriate techs, the bowmen never seem to progress beyond crude bows, or at least they never have for me?[/quote] I haven't even noticed if the archers never progress but it wouldn't surprise me - city combat is borked all round. I believe it should be the main focus of a patch to improve it. I don't believe the 'double standard
The problem with that is it still doesn't make them playable on large maps. The Dead's problem is they currently [barely] work only when placed in close proximity to other factions where they can start warring immediately. If you want to introduce a concept like souls they'd at least have to also gain souls from [some] monsters kills. I agree that it would be a shame to have them become similar to the other factions; my solution was simply in trying to find a working system that w
[quote who="Ericridge" reply="7" id="3439981"]I even had a time where six air shrills with 8 hp each killed nine knights on horseback with over 800 hp each in auto resolve.[/quote] That's because air shrills are completely busted on autoresolve and gain some weird damage buff:
[quote who="webusver" reply="285" id="3440051"] Quoting Apheirox, reply 279I don't think there's much point in sending you a savegame, it happens every single game and is easily reproducible. I'm surprised you haven't had other reports of the problem. Every time the AI has to move a unit in tactical combat the game locks for a few seconds, seemingly because of - as you suggested - doing some very heavy computation. It happens even in trivial situations where there
[quote who="csac1979" reply="25" id="3439557"] Why are you worrying about death shards? You can make your own death shards with a trait! Just use it.[/quote] The motivation for my suggested changes were to keep the Dead from becoming too powerful. It has been widely suggested that one might create an 'OP' custom Dead faction by selecting the 'Death Worship' trait like you suggest. My findings have been, however, that a such faction actually i
Vetrar is still bugged and killing him outside of his wildland will still lock it up so the terrain can't be cleansed. Here's a screenshot I managed to take before an accidental tabbing out of the game caused a hard crash (it does that without fail): That's a deadly army on turn 42 right beside my
+1 dragon autoresolve bug confirm. Autoresolve is generally pretty horrid - it also likes getting your archers & mages killed while melee units emerge unscatched, presumably because the calculation doesn't account for the melees protecting the ranged.
I don't think there's much point in sending you a savegame, it happens every single game and is easily reproducible. I'm surprised you haven't had other reports of the problem. Every time the AI has to move a unit in tactical combat the game locks for a few seconds, seemingly because of - as you suggested - doing some very heavy computation. It happens even in trivial situations where there is just a few units in the battle and the situation should be easy to compute.
I'm using D&W as well currently, but even Patchwork alone causes it. It seems strange that the vanilla game will run fine but the mod will cause the game to lock up? Must be some pretty heavy added algorithms! Thanks for your reply though.
Patchwork mod massively lags the game for me, especially during combat where it will simply 'hang' for several seconds at a time. I've tried it on two different PCs and both suffer from this. Is there any way to fix it?
[quote who="Fallenchar" reply="2" id="3439550"] Those XP bonuses seem a bit much. I'd say: 1 (base)/1/2/3 XP/season and no Initiative bonus. Adventurer's Guild 2xp/season.[/quote] If you did that we'd be back to the status quo where heroes in cities never level. A small amount of XP each turn is nothing compared to what a combat hero racks up which could be hundreds of XP every few turns. The initiative bonu
First of all thanks for your efforts, both of you - your work is nothing short of amazing! Now, I unfortunately have a technical issue: Missing icons and images while trying to run your two mods in this compatibility mode - basically anything relating to the D&W mod is missing graphics. I followed the installation instructions above but it appears the game is missing a graphics folder somewhere. Any idea how to correct th
Here are some suggested values: [b]Commander base trait[/b] Unlocks traits that improve economy -15% to Unrest in the city this unit is in +1 to the army's Initivative + 3 XP/season when stationed in a city [b]Administrator I[/b] -10% to Unrest in the city this unit is in +2 XP/season when stationed in a city [b]Administrator II[/b] -15% to Unrest in the city this u
Currently, picking Commander at level 2 just gives the hero the ability to produce -15% unrest by being stationed in a city. This doesn't help the Commanders who follow the combat line at all, making Commander the most unappetizing trait in the early game. Buff Commander to give both the -15 unrest AND +1 army initiative/some other bonus so that it becomes a bit more flexible and isn't 100% useless for combat Commanders. In general, the Commander trait tree need
It qualifies as powerful if you don't put any armor on that level 1 Sion. :) Armor 0 is a death sentence against archers.
That doesn't really answer my question, but OK. Next question, then: Are you aware regular heroes only have 20 health base? In that context the Sions starting at 10 doesn't seem so bad. Don't send level 1 Sions to fight powerful enemies, same as you can't send ditto Henchmen to do so.
I believe it works how davrovana explained above, meaning the Footman's spell mastery doesn't matter in this context, rather his 46 spell resist. It's the 46 spell resist vs Magnar's 137 spell mastery, meaning it will still be extremely difficult to hit him.
You're aware you can outfit them with armor and items, right? Just edit the base Sion unit in the unit designer. Give them some nice equipment then have them fight easy battles until they've levelled a few times. Of course they aren't going to be good for much if you send them as level one to fight dragons but they can level fast if taken good care of.
I don't have a clear favourite and I also don't think any faction stands out as being stronger than the others. I think StarDock did a tremendously good job designing these factions, absolutely brilliant! The one exception is the Dead which - while probably my favourite faction if I must pick one - simply isn't balanced. I'm a sucker for the undead units and the whole faction concept, though! I'm also in the camp that dislikes the non-magic factions.
I'd like to hear from players who base their strategy around or at least make use of the infinite build options in their cities (growth, mana, gildar etc), particularly players who prefer to pick the Guild Warehouse for their Towns and the Archivist for their Conclaves at level three. Personally, I almost never use the infinite builds nor these two mentioned upgrades since I find it much more useful to have cities building improvements, even in highly specialized cities. Are there any inf
[quote who="GFireflyE" reply="1" id="3438634"] I move mine such that it has the further prereq of Ereog's Journal as well. Makes it a smidge more difficult to achieve. I recommended this change back....I think it was 1.2 .... SD didn't go for it though. I'm sure they have their reasons. [/quote] I think the reason may be StarDock's logic is that players that are already well on their way towards winning o
The 'science victory' tech, Book of Mastery, actually isn't at the end of the tech tree like in most strategy games - in fact, it's almost a mid-game tech. For me that typically means I'll only ever recruit dragons, wield the most powerful magical weapons and armor or even conduct the epic level quests if I decide to refrain from or postpone casting Spell of Making. There's the option of turning off this victory condition, of course, but that's a pretty poor excuse
Dirge of Ceresa is a very strong spell indeed but hardly enough reason to play Resoln exclusively. All the factions have some amazing powers if used correctly, including the Kingdoms. I actually prefer Kingdoms because I play as a builder rather than a warmonger and the Kingdoms have the insanely strong Sovereign's Call spell from Life magic. If you want to get good at the game and beat it on Expert and beyond the single most important tip is to always expand as qui