I do like a meta game idea. The concept of dropping 20-40 hrs into a map and then just starting over eventually causes me to stop. I'm a glutton, so it does take a few hundred (couple thousand from WoM on) hours. Back in the old day with marriage/dynasties - would have been cool to keep track of a dynasty/family name/progress. Now could be tied to a specific race - when you 'start' or 'reset' the game you keep tr
jutetrea
In. Kickstarting it?
Sounds great! Anything to improve it will be positive.
Player customization. Specifically being able to focus on a trait/design and sticking with it. In general - initiative. Initiative is such a HUGE impact to every battle that gearing up for initiative improves odds/reduces losses dramatically. When I can add: +3 from a lowly dagger +1 from soldiers boots +2 first turn from basic horse (other mounts have other effects) +1 for belt of speed for 1 crystal +2 via 'fast' tr
The creatures themselves aren't THAT useful - I use the air ones to scout and the earth ones aren't terrible. They do artificially increase your faction power to possibly help you keep up with the AIs.
First - easiest growth modifier. Unless I'm dramatically needing to reduce unrest first for some reason.
doh, no. I went into the archers quest with another champion since he was there and then punted off the 2 move archers to the champion to babysit back to the village... wonder if that's why nothing happened.
[quote who="DsRaider" reply="7" id="3463653"] Finished... Spiderbody: This item now gives +1 Movement, +1 Initiative, +2 Defense, +1hp per level, and grants the Entrap Ability. Entrap: Jump to target tile with range 4 and do half your total damage to and web all enemies within 1 radius. Has a cast time of 1. Inner Fire: When this unit casts a spell it is enveloped in fire for 2 turns and units that attack it in melee take 5 fire damage. Enthra
Working well now, renamed the folder - assuming that's what worked. Like it so far. The 'Quest for Justice' spell triggered a quest, but it was the standard kill the bandits for the panca archers quest. Unsure if that was deliberate. Really like the abilities and the way they're laid out. Not sure I like needing the 'sword' that requires modifying all sword items in game - means any other w
Very cool. My opinions, subjective of course. Forget balance of power. Balance is boring in a single player game. Yes, balance in terms of desire - make them equally desirable so it isn't the ONLY thing you would ever possibly select. Can't make it too good without improving the others (or at least a few) Make it so that an AI sov with the trait is useable (i.e. the AI can figure it out) but let it be overpowering, weird to face, game
I rarely use default sovs or factions - so any enhancement that is readily applicable to custom Sovs is appreciated. I routinely add additional items to the sov selection process as well as additional points which equates to additional trait/magic selections. I also attempt to beef up the enemy SOV - but I need to redo that since 1.6 and adding Xtradeconstruct. I favor mobility and experience gain over more finite bonuses - react with more of the map and gain level
I'm not seeing paladin as a choice when levelup and I'm using Primal's level up screen modification to show more than 4 (have it set to 8). I am seeing path of ranger and necromancer from 2 other mods, but not paladin. Any idea what I should look for in terms of conflicts since I have a lot of mods going? Does it require a quest to start to provide the option? Can random champions go paladin or only the Sov?
As a small note, using the mod and liking it. The druid staff that is supposed to provide the ability to summon a bear and cast stoneskin may not be working. Note - I have a ton of mods so it could definitely be some level of conflict, but got it in a game and my fire mage who is using it doesn't have any additional skills or spells.
I'd agree with that - even without the cutscene. The master quest has always been a quick gameover/want to finish since its so easy. Not that it matters - metadata isn't captured at the profile level or stored anywhere. Primal - really liking the mod(s) so far - I don't understand dual classing - can't get it to trigger on a custom SOV I now understand pioneers - very cool (although I'm breaking it with another mod with
Na, just thought it was amusing. Ok, I removed your irregular file for now - still had the old 'newrandommaps1.xml' from back 11/10/13 (last updated at least). Just in case anyway. Then I removed the files you mentioned and re-ran another game - large irregular w/12 - Within the first couple turns the majority had created cities. Tried again with huge irregular w/15 - by spring 5AC (think turn 20?) All had cities - with a few of the original s
Huge Thanks! I personally might have an issue with map generation as well. Started getting some non-settle locations so I googled a remove FOW and had some whacky scenarios. 'large irregular' with 12 AI (usually play huge) and some didn't have starting locations and in some ctrl-N there were none. I think I might have installed the original irregular maps and it might be acting funky. Quick game! [
Hi Primal, I'm having an issue where the AI isn't settling their initial city - even having settle-able sites nearby. I've got a mess of mods, so I really don't know if its yours, the new DLC or something I've either manually modified or someone else's that isn't compatible. Any ideas on what usually might lead to this? I was playing fine with updated mods on 1.5 Then I downloaded your
RPG aspects Playing another twinked game - Started off with a moderately twinked Sov (all other Sov's as well) and haven't had to build a unit other than road builders and pioneers yet. I had binding (kingdom version), and between Sov power, found units, binding elementals and other champions I've kept pace in power to prevent the AI from dog piling. Haven't had a war yet. At this point I have multiple partial doom stacks of pure
The fact that a sovereign is a badass in concept - but a weakling in practice. This is probably the single most frustrating loss from the original concept - I start an empire! ooh, rusted chain mail! Luckily this can be cheated around with modding game files, unfortunately due to it not being a core concept it is a cheat and not a game feature. There should be multiple starting scenarios: Broken sov - barely enough power to start a
The 'spouse' concept led into assumptions of the e:wom dynasties - which was fun. The code is there in one of the core files, and some people have attempted to re-integrate via modding but I haven't heard of much success. I'm more excited with the possible mod capabilities - assuming there is enough interest to maintain the modding community (which has been awesome so far).
Looking forward to it. ... probably should have held off on the few hours today to update all the mods I had :) Haven't played since beta 1.5 I think... if not 1.3.
How close to an update and will it support 1.5? Where's the link for download?
Looking forward to trying this - I like heavily modded games so any recommendations for mods to use in conjunction? I favor more powerful SOV and additional movement and ok with somewhat unbalanced.
This looks very cool
[quote who="joasoze" reply="14" id="3460243"] Quoting jutetrea, reply 11 After playing warlock 2 quite a bit: ... One word: SANDBOX[/quote] Yes, but sandbox is hardly a new game. Its essentially just a content pack, a $30 content pack. With that said I have been focused on exile mode and I haven't even tried sandbox yet. Will give it a try.