The Dead World --- has quite a few river errors.
parrottmath
Thanks to a generous friend...I now see some of these issues 2. You are probably correct, they would have to include units that overwrite these unit stats. One could probably fix this problem of these other units by adding the racial blood of the dead appropriately. 3. The unit that is used doesn't have a standard weapon equipment and thus shows no weapon when used. One only needs to add Staff_Ice to the u
This is a general question mixed with possible bugs regarding the summoning of wildings and other things and their skills... WildingShaman Spell_CoalStones VulnerableToCold Spell_Counterspell Weak</SelectedAbilityBonusO
1. I attribute this to the need of having decent soil to dig up graves and have the dead come from the graves below. It doesn't have to be greatly fertile, but needs to have some decent digging soil. 2. (Out of game reason... making a random event not show up to a specific faction would require a deeper code change) (In Game Attempt) The plague event causes brittle bone disease and is quite devastating to both the living and skeletal dead... horrible disease... 3. Well I d
I don't have this issue with the beguiling and the webbing. What weapons are your ranged casters using?
I must say thank you for fixing the river creator in your map editor. It works, and I look forward to creating maps now.
Oddly enough the lost library shouldn't be able to spawn on rivers (at all)... that is in the code. The blocked arctic river terrain blocks used to contain ice mountains to show the fact that it was impassable. You seem to have problems with these lost libraries.
Did the fix work? Don't get me wrong I know that this DLC is really cool, I just don't have the cash to spare.
[quote who="Illauna" reply="6" id="3413503"] It shouldn't the DLC04Mounts.XML doesnt mention the warhorse. I'm going to test this now. [/quote] Sweet, I hope it works out.
Out of curiosity do they have skeletal wargs? That would be a big bonus to the DLC. I'm assuming that the wargs are fine and it is just the horses. Note: This code does not add undead horses nor any of that content... it only says you get these horses as long as you are not playing the undead faction. Edit: Since I don't know... does the code also prevent the warhorse? The special horse you get with legacy of serrene
Thanks for showing that code (I don't actually have the DLC so couldn't fix anything here before).... Here is the fix put it in the mods folder run mods and it is fixed... https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/DLC04_HorseFix/DLC04_HorseFix.xml You are completely correct about the problem there. In order to overwrite the game item ty
[quote who="Apheirox" reply="60" id="3413472"]Unfortunately, that's not how it works. The 5 turns in the XML refers to the number of turns until the unrest starts decaying. It decays at 1 point per turn from 50 to 0, meaning it will take 55 turns(!) for conquered cities to start acting like a 'normal' city. This conquest penalty makes the unrest-per-city problem even worse (by making it extremely unattractive capturing enemy cities instead of settling your own, despite their bette
Nice... I didn't even realize I could have qualified for a Sins Rebellion discount... well it was worth the price I payed. I look forward to the Gal. Civ. and Oxide Games.
The city defenders at least for vanilla are defined in the CoreUnits.xml.
It should still spawn bandits, as long as the lair is intact.
I'm sure next turn it would normalize itself. But then again maybe not... good catch.
[quote who="Illauna" reply="17" id="3413165"] Quoting mqpiffle, reply 16The city-style is the same as all of the Empires, so I don't really understand what the gripe is there. Yep it works the same way as all other races in the game. If you create a Kingdom of the Dead you will have human peasants. My original post was not to bash Stardock in saying this is broken. It was a "it would be nice if we can have this"[/quote] This can be done, an
I wonder if it is noise from the variable comparison with 0. The xml code suggests that it shouldn't happen, but rounding errors could cause a little issue. Might try 10 IsTargetWorthy <Calculate InternalName="Calc" ValueOw
[quote who="Primal_Savage" reply="6" id="3412923"] Ah! Maybe someone will make a list of long-standing bugs that can be pinned [/quote] been requested... been denied... all that is left to do is for someone to fish through every forum post and determine whether a reported bug has been fixed and create such a list.
It used to do that, it has been changed recently to only give the attribute called constitution.
[quote]I think the problem is that the Next Objective ID should be "6", not "5".[/quote] You are correct the next objective ID should be 6.
[quote who="merlinme" reply="2" id="3412135"] Aha, that sounds like the problem exactly. Thank you parrotmath! Hopefully this can be fixed in the next version. I want to see Juggernauts with 150+ hitpoints![/quote] Well that's not going to happen. It really is only going to give them the constitution ability, where the unit will only gain +3 hit points... kind of underwhelming to your 150+ hit points. The writing needs to update to reflect that units are receiving th
The occupation penalty only lasts 5 turns, then it goes away and acts like a normal city in your empire. If you want you can change that yourself in the elementaldefs.xml
It gives you the long-sword, and provides a city trophy. The trophy does have bonuses, but the other thing I notice is this City TrainingBonus_ApplyAbilityBonus Constitution 1.5 Units trained
Your completely correct about the error. It is a simple fix for devs unfortunately nothing can be done with your current game. 2 3 0 ... I'll come back later &n