Congratulations on being a Mom ;) Being a mostly stay at home Dad (of nearly 4) I can dig the decision...
parrottmath
Okay I looked through the files and saw that the head on the generic slave has been set to K_Male_Head_03 But under the CoreClothes the model K_Male_Head_03 does not support the SlaveMale unit type. That is actually the scion head instead. P.S. That fixed it :) Here is a fix for those that need to have custom designed SlaveMen ;) drop this .xml file into your items folder in the documents end. <a href="https://dl.dropboxusercontent.com/u/75549875/
If this is the course Stardock has chosen to go down... I must say that it is the wrong way to be headed.
A slight alteration to one of my mods can put this into the game fairly easily. One could have the champions have permanent death as well. One major issue for this would be that the AI is not designed around this element of don't die ever. There are some calculated risks it takes and sometimes those risks don't pay off... so basically you might see your game end in 30-40 turns. But if the AI was programmed with this in mind, and if I was clever enough to ensure that the AI players nev
You right click on the game link and choose properties. From properties chooce validate integrity of game cache. It should automatically fix any files that are broken by downloading them automatically.
A simple word on Modding, I know having it in the core game is the goal, but for those that want a hand at a few mods here I will tell you that #1 can be easily implemented. In fact, it is already in game. For example, a troll camp will upgrade to a scary camp in 60 - 120 turns in to the game. #2 I'm not sure if this can be modded, although similar things might be able to be implemented. I'm going to present an experiment on this in the near future. #3 Ca
An attempt at this spell that Frogboy suggests has lead me to the following conclusion. He must be laughing because I've killed my sovereign I don't know how many times trying to get a semblance of this spell to work. In strategic mode, just in case anyone is curious, seems to work only for certain spells types. The only other things that I can think of to accomplish this is to work it in two different spells. The first spell would kill the cham
[quote who="Necaradan666" reply="170" id="3349852"] Was 'Blood Curse' spell fixed?[/quote] If they fixed that spell they would have fixed strategic spell calculations.
[quote who="OliverFA_306" reply="17" id="3349781"] I found a much much easier method to give champions permanent death without having to resort to complicated game mechanics. Just create a spell that adds the Permanent Death tag to the champion, and autocast the spell at the start of every combat. If the Champion survives, nothing happens. If the champion dies, dies forever.[/quote] That is exactly the technique that I employed by the way. Just needed to ad
Here is the hero recuited quest... it really shouldn't be there.
Here is a picture of the Noble Woman Escort description in game. see the description is the openning description in the file. Escort Noblewoman <
Perusing around the corequest files I noticed that there are descriptions for the objectives. But when playing the game the description displayed is only the main text description. Shouldn't the quest objective descriptions be also displayed in the quest book under the governance tab / kingdom Report. I don't know what formatting should be used, but something should be displayed to show progress of the quest in the book. Especially if there are descriptions in the objective de
[quote who="abob101" reply="44" id="3349556"]This is how it works in Total War series (Medieval2 at least probably others).[/quote] This is a poor example as the total war series map is NOT random. There is a fixed map with fixed cities and therefore the roads created there could be hand placed. I wouldn't mind seeing instead of a circle loop road but a goodie hut pop up like an inn with a series of small quests at road intersections (although that is asking too much).
[quote]Now all the goodie huts you get tresure form have treasure chests in them (color based on how valuable they are)[/quote] Have you addressed the issue of when one destroys a wandering monster from a lair that the lair then shows itself as a goodie hut instead a lair since the main force is still there?
If you want to play with an all hero army play as altar... they do exactly that with the henchmen and the fact that XP from quests is NOT SPLIT.
[quote who="ampoliros5" reply="35" id="3349395"] Here's the fix that should be implemented: 1. When you attack a city and win your army moves into the city. The game mechanic already exists. Simply have the attacker take the square moved into - period. 2. Leave the one attack per turn. 3. Combat does not alter how many movement points are used up. You need whatever movement points the terrain would require. <b
[quote who="Derek Paxton" reply="23" id="3349186"] Quoting lpisko, reply 21 why dont we create an engineer that can build roads and outposts. they dont cost any population but also cant build cities. leave that for the pioneers. this would solve a bunch of issues / complaints and imo makes senseYeah, ill have to think about that. It could be cool.[/quote] If such an engineer unit comes into play, I recommend a gildar cost to build them... or even a metal cost as
Ahhh the fun of path finding algorithms and the optimal strategy of creating them... As Derek points out it is not a simple or even easy problem to solve. Also, to lead into more difficult senarios, what if someone uses raise land or lower land and create new paths for the computer to take that into account. Should the old roads be demolished in favor of new roads or new ones created to represent the change in landscape. What about the idea of a volcano going over the current ro
[quote]The army that didn't attack starts in defensive stance in tactical combat[/quote] Fantabulous!
I think with the horns and such that we could mod in a tauntaun...because that would make this game beyond epic if one were to implement this into the game.
[quote who="tjashen" reply="28" id="3348907"]I'll say again, if you are attacking an enemy stack in a square, you should move into that square automatically, BEFORE combat. Especially where units intermingle during combat. Since we can't retreat anymore (scrolls aside), it's do or die anyways.[/quote] What happens when there are multiple stacks on the same tile?
[quote who="fenwe" reply="101" id="3348842"] It isn't as if we can train the mage in schools after the start of the game.[/quote] Go to Prociponee (if she is in the game) and get the appropriate books. You can train the mage into any school you wish.
Medallion_Frame_01.png is supposed to be in the GFX\Medallions\ location and I can't find the file there. There are several quests that reference this image and it's not there.
I for one like the limitation. It involves more strategic planning on my part and that is quite enjoyable.
[quote]Fixed an issue allowing caravans to be killed even if you have the legacy of serrane[/quote] Did you fix the exploit of getting high level caravans by constantly sending it back to your city each turn? It either should be an AI non-controllable character, or it should have to visit a foreign city and then yours.