Yeah I don't have it on the other forum page, because I would have to keep it up to date, and that might turn out to be tedious. I think I might produce another mod that will lessen the burden of the XP split. Namely, it will give a bonus to XP of 50%, so flying solo you get 150% of the XP, but with 2 people you would get 100% of the XP, with 3 you would get the 83.3% XP each, with 4 champions you would get 75% XP each. So the XP percentage scale would be Percentage ------
parrottmath
[GameOptions] AutoTurn=0 EnableToolTips=1 UseLocalizedData=1 EnableMods=0 ScreenShotFormat=0 MapEditorCampaign=0 ToolTipsDelay=100 FollowSelectedUnit=0 ZoomToCursor=1 ZoomCityBuildMode=0 ManualImprovementPlacement=1 TutorialPopups=0 HighlightCursor=1 AutoSave=1 AutoSaveTurns=5 BattleThreshold=0 BattleAnimSpeed=0 AllowUnitBattleMovementWithinTile=0 <br /
[quote who="Fezziwig" reply="9" id="3367476"] I've got dropbox actually.[/quote] Then drop the save in your public folder and copy public link and post the link... voila you've posted your save on the forums. Edit: You can copy the public link via the context menu when you rightclick on the file in the public folder (or sub folder) or you can navigate the website and follow the forms to copy the link there.
[quote who="omegadk1" reply="4" id="3367291"] It may not have been a bug. There is a perk for either not getting attacked by monsters at all, or an other for less likely.[/quote] That perk does not work for the Wildlands. At higher level difficulties the AI gets bonuses to be avoided by monsters. Out of curiosity what level were you playing?
[quote who="jimclin" reply="6" id="3367320"]Maybe if the xp gain per turn was equal to the level of the hero it might be worth parking a hero, but the 25% chance would need to be changed to 100%.[/quote] That second tag on the building actually doesn't work. So it is effectively 100 percent. You should have your heroes out in the field fighting monsters, and yes you will get more experience this way. I would suggest a +3 xp per turn would make the adventurers guild
Without seeing exactly what you did all I can say is take a look at elemental.str
Tarth... because I like the mobility and ARCHERS!
My favorite one is.... "Is it plugged into an outlet with power?" I'm surprised how many times people say "Of course... oh wait. no"
@Jafo - Do you know why the forums are going 'boom'?
[quote who="StevenAus" reply="38" id="3367153"] When a hench gets the special injury, do they die at the start of the next battle, or only next time they die in battle while still carrying the injury?[/quote] The next time they die in battle, while carrying the injury. So you can heal the injury and they will be right as rain.
[quote who="cohka" reply="11" id="3367099"] Where do I find how much production I have "Stored" away? I see my production /per turn but I don't see my totals.[/quote] Your production never gets stored... it is only a per turn value.
Thank you... I can again read the forums.
For some reason Gremlins have taken all the pages except the most recent post, but eventually that gets taken away. I cannot read any post, I can receive and send private messages. I can view profiles, I can see forum activity (posts get replies, new posts show up) what I can't do is read any posts including my own. I'm curious what I can do to rectify this problem... I have deleted all of my browser history, I've restarted my computer, I've used a different br
Adventurers guild.
I know what the problem is... you need to actually overwrite the core file itself. Quests cannot be overwritten from the mods folder... darn. If you feel comfortable changing the core file, insert the quest in the core file (simple cut and paste with notepad), otherwise you'll just have to accept the fact that Daxus is not worth the crash. Thanks for the effort, and it's good to know that quests do not overwrite themselves.
SPOILER: That's the imperium and to clear it you settle a city in those lands.
Your unrest rates are not that far from the actual ingame unrest rates ;) I Wonder how different yours would play, since you are nearly forcing the player to play at a higher unrest level, for money.
I think you might have to add a few new tags to the creatures themselves to discern between wolves, bears, and such as these are all classified as beasts. Might look at background stats that heavenfall uses and add them to the appropriate creatures. Without careful application this will make your mod incompatible with heavenfalls.
TaxRate_Low Elementaldef Change to TaxRate_Normal
I haven't noticed this clustering with the maps, it might have been just a fluke in your game. Or there wasn't enough room for items to be placed and so you ended up with clustering. It is also random and clustering is a complete possibility. For example, you could flip a coin and get heads 4000 times in a row... not likely but entirely possible.
You could try to replace the model with the caravan unit, if all else fails. See if you could color it differently. That would probably look appropriate.
Try using SetUnitStat Unit SetUnitStat UnitStat_Moves  
I would conquer with Heavenfall... make it an accessory type (remove mounted). It seems more appropriate for that type. If you are worried about the unit movement from getting too much with mounted there are ways to force movement to be exactly 2.
[quote who="GFireflyE" reply="2" id="3366991"] Does your Death Adepts mod work with the game or does it overwrite the game? ie, can I play a Kingdom with Henchmen with the Death Adepts mod installed? [/quote] All of my mods work with the game :) If you are kingdom you would play with the normal henchmen as written. (Torchbearer) If you are empire you would play with the Empire version henchman instead. (Ash Bringer) And n
[quote who="Heavenfall" reply="2" id="3367011"] I haven't tried this at all, but if their code is sloppy in the .exe it might work. Try putting two types, so first Cloak then Mount . This may allow you to take up the mount slot without including an actual mount in the artdef.[/quote] I think that would force the item to take up two slots, both the mounted and the cloak. Similar to adding these types in my Armored Militia mod</