One of the bug fixes was for performance on laptops. Not sure what has changed, in beta 1 and 2 things were fast. But in the last two, not so much. The fog animation when starting battles, for example, was extreme slo-mo. Things worked a lot better after I made every option tweak that "improved performance". But then it doesn't look as nice (no animations for spells, etc). But it works fine that way. Is there a recommended graphics settin
Ockhams razor
I noticed this as well. Cast on a high essence city, the first unit came out with something like +40 initiative, but then the next did not. Removing and recasting did not work for the next unit. This was when I had cleared the map, and was just waiting to build an army to get the sorcerer king. I used the one high initiative unit I was able to build to cast blizzard, and the spell that made the SK suffer criticals. I also had the + production / essence on my c
Did the unit stat window change? It seems that the unit health moved, and now is under experience -- but it no longer has hover info (base health + extras x # units). I am also seeing a few "red" tiles on the map -- But as this is an opt-in, i assume that is not something to worry about.
Looked at the Help section on your wiki, and have a few questions. 1) Can the path changes (Summoner, Mage, etc, and probably associated resources) be used independently from the Factions? 2) Are there any other Mods that are compatible with this mod? Or mods that are "included" in this mod? (like snaking, outposts, etc) 3) Do the Factions replace original ones? Sorry if this info is somewhere in this full
Why not just double the mana cost each time you cast?
I would like to see an Outpost upgrade that provides defense/defenders. When a mob hits one, you loose not only the outpost, but everything built up around it. I know you can build defenders to guard outposts, but it would be nice if the outpost itself also provided some protection (as an upgrade).
Primal, I have tried a few games, and there seem to be a lot more Order and Chaos nodes then normal ones (though it may just be the games I played). In the current version of XtraDeconstruct, I am not really seeing the advantages of these nodes. What would be the best way to make these less common? Would it be to change the "Rarity" in XL_2_Shards? Or am I missing some advantages (I often play the Pariden). Also, for some reason, snaking wasn't w
[quote who="Borg999" reply="5" id="3489875"] Petty annoyances? well how about pathfinding, including friendly units not blocking your path, and auto explore units not walking up to monsters and saying "please kill me"... and monsters attacking the AI equally.[/quote] I had a game a few days ago, where I could not settle a second city until I cleared the roaming monsters. As I was doing this, the AI had 5 or 6 pioneers wandering safely through the contested
Bacco's Hammer is a Commander Hammer, but Bacco has the Warrior class. All hammers and mauls are specialized for Commanders, but should Bacco's hammer be a special case?
XD_Deorcnysse.xml adds the following to the original Champions Ability_X_Deorcnysse1000 The comment says to add this to custom factions. Will you be adding a file for the DLC05 factions, and modifying the User Guide to include this in custom factions?
Need a bit of help. I have done the following. 1) Verify Integrity of Game Cache 2) Start with a new/clean Mods folder 3) Extract the following: XtraDeconstruct-1894-1-7d.zip XD_DLC05_LeadersPack-1894-1-7d.zip XD_DLC02_QuestPack-1894-1-7d.zip 4) Start a new Game as Queen Procipinee 5) Found a City, then read the path scroll (this is the Mage one). This causes *all* paths to be unlocked (which I think is
I wasn't sure this was worth a new thread -- I assume it is the same in 1.6 as well, not just 1.7. Lifeblood (Leader Pack DLC) activates when you use ranged (magic) weapons. My guess is that the Wand of Cold/Fire's action is considered a spell effect. If your hero has a wand, and lifeblood, you heal every turn, whether you cast a spell, or shoot your weapon. Very handy, and probably not intentional.
There is a potion that adds a level. If you are testing paths, you could just create that potion on the Sovereign you are testing with. Or use one of the + 10 experience items (i think scrolls).
[quote who="Illauna" reply="38" id="3398560"] I'd like to be able to edit a player created faction or sov without having to do so by recreating it or editting xml. For instance my faction is a bit more red skinned then I wanted. Being able to make a slight tweak and test changes on the fly would be nice. [/quote] I would like this - not so much "on the fly" but if I want to try a different combination of traits on my custom faction/sovereign in my next game, it would be
[quote who="Fallenchar" reply="5" id="3392931"] This is not true. The game will eventually figure out you have more essence. It might take one or two turns though...[/quote] I will check again in my next game. It never updated (using latest 1.3). I had to disenchant, and re-enchant to get the update. However, I suppose it is possible that a mod affected it.
I didn't want to pollute the forum with things that may already have been observed. So will just add here. If you build a Scrying Pool, or update your Conclave with Oracle, (that is, add essence to your city), any spells that are per/essence on your city will not be updated. You need to remove them and recast them (25% food per essence, +1 mana per essence, gold per essence, etc). This is not something fixed with reloads :) Something you need to plan for
[quote who="parrottmath" reply="357" id="3392359"] I think you correct about the calculate tags. I haven't seen the calculate work outside of spells or the You could try surrounding your calculate stuff and see if it works out for you, but I wouldn't expect it would work.[/quote] Could you create a spell only usable by champions with INeedToMove (Unlock or prereq) that adds movement? Something like "BurningBlade" or "FeedTheFire"
[quote who="random_thoughts_7" reply="354" id="3392177"] Ability bonuses affect units or heroes. Essence is per city. I think you might be able to do this for a unit is stationed in a city. You could rip off the administrator ability: [/quote] Thanks for the thought. I have tried a few methods. I did find something that works well, and is sort of fun. I am currently using: 20% Faction unrest Modified Meditation Sp
I am trying to create an Ability that is 15% Unrest - 5% Unrest per Essence. The 15% is easy, but have been unable to do the 5% Unrest per Essence, unless I tie it to a new building, or city spell. I do the 15% on the ability with [code="xml"] Player AbilityBonus A_Additive_Unrest 15</Value