I'll buy it for the stamps. But also to support more substantial DLC.
seanw3
[quote who="BabbyLuring" reply="198" id="3274005"] I expect a few of these will be coming in the expansion, but why not give a little in advance.[/quote] Well, the expansion is slated for early next year. Not alot of time to make stuff for DLC and the expansion.
Stacking issue added to the next update fix list. Haste and Slow are intended to be temporary spells. I will make sure the tooltip mentions it. Dodge problems would be a vanilla game problem. I have not personally noticed any issues. Evade is indeed intended as a temporary defensive spell. One thing to know about maul is that it no longer subtracts accuracy. Instead, we have it set up to multiply accuracy by .75. That creates a slightly more uses
[quote who="alrom" reply="673" id="3273768"]The warhammer have this "unit sttruck suffer -1 to initiative" but the mace and the maul doesn´t. Also the fist two wepons cost metal. Is this intended?[/quote] Yes, it is intended. One of the things we are aiming to do is present a more balanced weapon selection. The vanilla game just obsoletes everything as you move up the tech tree. In this version early game weapons are cheaper and have advantages when you outnumber an opponent. Ma
[quote who="GFireflyE" reply="31" id="3273750"] While the turn transition appears to be running more smooth, I have to say that the UI has become 1000x more buggy. Often now in 1.01, I'll play for 10-15 turns and than parts of the UI disappear on me and I have to save....exit....reenter...and load....to continue the game. It's to the point where I'm planning to revert back to 1.0. Completely unplayable in it's current state. [/quote] No
Part of the reason you have so many lairs in one place is that your map size is rather small. The current strategy you have should work though. Hideouts are definitely your friend.
Looks vanilla to me. I didn't change anything that would do that. Try razing the outpost and see if you can build.
The Governor's Path is not finished. Still trying to get a good balance and functionality there.
I commented in the changelog. I am running the lamest imaginable video card with a mid range processor. The game was slow as all get out in 1.0. Now it's much much faster. I am getting a full system upgrade next week. I can't wait to see how well it runs then.
Hold fixed in next version, thanks. Sacrificial Altar seems to not have an art def. I will see what I can do. Until I make one, I'll just switch the art def to a default so people can build it. If I ever get the balance perfected I would like to move on to adding in new tile designs for high end computers. It would of course be an optional upgrade. Mana blast should be fixed, I'll take another look. Yup, I fixed it, but I must have combine
[quote who="Ploeperpengel" reply="661" id="3273456"]Damn can't find a whipping smiley! I'd like to whip you! At least your lairmonsterxml still has wrong tags! And all that after the awesome free tools you were recommended! Bad Master Modder! Back to work! I'll try again next version [/quote] I am not an expert coder or anything. I tend to be more skilled at design than implementation. For some reason commas and apostrophes were preventing my XML program from see
I see now. If Ridiculous seems ridiculous, that's because you are playing on ridiculous. On lower settings the balance is good, but challenging. Any higher difficulties are not meant to be fair in the slightest. The AI on Chuck Norris and Harder is the same as the AI on Ridiculous. The only difference is that ridiculous gets massive economic bonus as you suggest.
[quote who="AlLanMandragoran" reply="10" id="3273305"]Why, for the love of Curgen, WHY?[/quote] So that others may see through my eyes the dangers of spiders unchecked. [e digicons]>:([/e]
Staff, Mark of Tarth, Pugilist, Mark of the Claw makes for a pretty strong turn one meat shield. I like to pump out 6 of those from the start. If you already have Weaponry, Get Warhammers, Full Leather, Weapon Proficiency, Mark of the Wild and Mark of the Tiger. You can do some serious bash damage.
[quote who="Winnihym" reply="76" id="3273179"]Predesigned units force negative attributes to be taken, which increases tactical depth. [/quote] Not exactly. A redesign of traits and weapon balance forces negative attributes to be taken, which increases tactical depth. If they add unique units and take out the customizable ones, which is not necessary as Hf noted, the same design flaws would be present. You would have a demon fire giant pioneer, a demon fire giant heavy defender a
Have you taken a look at the special Tarth traits for unit design? They are pretty awesome. I posted my unit designs in the MA thread if you want to take a look at how I designed them.
[quote who="Salurian" reply="651" id="3273202"]oO. Something screwy with the power rating system here... it's season 60, and one of the factions (playing Tarth, and apparently the other faction is ALSO playing Tarth) has a power rating of 2371, when everyone else is 150 or less. Also, Magnar for some reason decided to wander around, not founding any cities until he died an ignomious death to monsters and got taken out of the game really early.[/quote]</p
[quote who="Brainjuggler" reply="651" id="3273233"]What's up with MA and vanilla 1.01? The suspense is killing me.[/quote] Not sure what you mean. The mod is compatible with 1.01. Has been since the day 1.01 came out.
[quote who="bpalczewski" reply="649" id="3273186"]Also fallen dragon does not produce anything. I have two bear lair on outskirts of my kingdom, nothing coming from there as well. Anyway, i will have to start to new game, b/c this one i will not win. I have a war which neither of us can win, since it is quite difficult/practically impossible to conquer city. Right now defender can have easily 15+ troops defending in a city on early stage of game, and i will have to wait like
Air dodge is also known as dodge against ranged attacks. It applies to any ranged attack like a bow or a magical staff.
I will take a look at lairs to see which ones are not putting out any wanderers. It may be that Ophidian lairs do not have armies until later in the game. Lairs in general will start ramping up at turn 100 on average. What is your world difficulty setting?
[quote who="bpalczewski" reply="643" id="3273105"]i think with lairs should be the same it is with a player right now. If i attack enemy and win, i remain on tile from which i attacked. Monsters defending lairs should be able to attack anything in their vicinity, but not to move out of their lair following the successful attack. I do not know though whether game engine permits it though ...[/quote] I would prefer that as well. But it is not possible. The curre
Are you sure the SP folder merged with the vanilla one? There are two subfolders that need to merge. Make sure CoreImprovements and SP Only merged. The only reason you would see doubles of something is because the game is reading the same file twice. Maybe put your backups in and try again. Make sure each file in the mod folder asks you if you want to replace the one in the game folder.
Did you put all the files in the game folder or in the user folder?
I'll try to answer in order: Candle Cloak does a maximum of 8 fire damage. It only burns units doing melee damage. Ranged attacks are how you counter it. It should be doing 4-8 fire damage. If it is doing 1-8 damage, that is a core game bug. I might be able to fix it though. You have to imagine this as a fiery shield around the unit. Only hitting the shield will burn you. So, if they dodge your attack, you don't get burned. You can put arm