I may be using old animation files. It's odd that lair monsters are the only ones doing it. They are identical to the other ones, but only one has the problem. Very difficult to fix.
seanw3
I have to test the new version. It might be compatible, but it would only be luck.
One thing I could do is set up each type of monster as its own faction so that they would be at war with each other. My previous post was meant to ask for ideas. I might have gotten the tone wrong.
Try running the game as admin to see the mod changes. Sometimes the game needs this to check for new xml.
I am working on a few fixes. No new content until at least January though. Most people will be playing steam sale games until then anyhow.
What am I to do though with the fact that fight numerous armies becomes tedious? How can I make the AI play at the same level on equal difficulties? While these are valid criticisms, there is no simple fix to these problems. In the end, if you don't like the combat, the game is not something you enjoy playing. Yes, sometimes there are so many darklings or wildings that you simply must drone through them, but truly you can train fodder armies to autoresolve these battles. If you are sendin
Alright, color me interested in these puzzles. Send me the actual xml and I will test it. I will then make a vid of me fixing it and post it. Full service modding. That's right. Bet you wish everyone was as communist as me.
The first gameitemtype should not have a / in the tag.
Hey! Don't feed the trolls.
Why not just make them 10% immune to normal weapons? It would be a better lore based attribute I think. Their warriors are supposed to be weak in combat as far as the lore goes. But a wraith like immunity would make sense. At 10% it would be about as effective as 20 Dodge without any stacking abuse issues.
It is something like the time the AI spends thinking about what to do. As far as we know, it doesn't control any cheating that we are aware of. This is actually why Hard and Harder are set up the way they are. A dumb AI with more starting funds is still easier than a smart AI with less. The custom difficulties offer different types of AI. One with a very strong start and one with a better overall performance. The major drawback to a high AI intelligence is the waiting between turns. I lik
[quote]Fixed path finding bug that caused any AI units that intersected during movement to cancel their destinations. This prevented AI units from being able to effectively create armies or get around late game (basically crippled AI movement late game)[/quote] Can't wait to try this out.
Not something I did. Wages come from an Elemental Def and the labor to train. If you altered either one of those two, it could cause this. Using old units might cause this problem as well.
Actually tarth makes the most lore sense for tent dwellings. And like the hebrews, they were enslaved. Would also be cool to see Yithril get some tribe like tent style.
What about adding +1 to a city with 0? It would allow certain enchantments that don't rely on essence. You would be adding a pretty big cheat.
This will be great for a Hebrew mod.
On the other hand, in a more diverse and complex strategic game, say Master's Affliction, you will constantly have a need to move governors to new settlements and some will have to stay in your most successful cities to keep unrest in check and maintain food levels. Then you must spend influence to make a governed city self-sufficient. You will only ever see them outside of a city when they are moving on to the next one. I don't like the idea of a governor going about as an adven
Adding essence to a unit stationed in the city could be extremely buggy. The game does not update essence values very regularly. I am looking for some good governor traits for the affliction. Instead of adding a percent bonus to something, you might be better off adding a solid number to avoid scaling issues. +10 production is a pretty good place to start. My solution to giving Governors XP was to add a static XP to the cityhub and let all units gain it. Then if you want, you can have governo
Custom factions and Sovs are one the best things about the mods. Since we can create new units during the game that are added to the units folder, it should be fine to add them at any time. Heroes cost gildar per turn. Having too many early on can stifle your economy. There is little risk in letting them stay in the wild early on since it is unlikely to see any AI factions for some time. You'll notice that I picked them all up later on when I
To the intelligent, ignorance is but opportunity. The units folder is a work in progress. Here is the latest version. I post it every once in a while. Units Folder It should work. Run as Admin simply ensures the game will parse all xml files when the game starts. If the mod is buggy or does not seem to change anything, you might need to enable UAC. I suspect it won't be a
You should be able to do what you want. Make the AI values for those spells work for you. The highest valued spell should make the spider use it first and then go through the others in succession.
LairMonster is where we keep the bosses with 0 moves. This keeps them tethered to the lair tile and allows us to make bosses stronger and more interesting. So far it just has the movement thing, but later on we might reduce the number of monsters at lairs and then increase the power of the boss. We will likely make the mod work with the mod manager soon. To install, copy everything into the game folder. The mods folder and user folder in general h
Kind of cool that we a modder that can do scripted stuff and mess with the .exe.
When did the bug start exactly? It could be a trait or an animation bug. Send me a save if you have one. The devs are pretty good about fixing these.
Let's Play Master's Affliction: Kraxis Episode IV Let's Play Master's Affliction: Kraxis Episode V