They would be stuck in tactical. I'm going to experiment with moving all this to the mod directory, but I don't know how moddable the wildland.xml file is.... I think I can make the terrain types happen from the mod folder. I've only done this to the guardians the must be destroyed, but it can be added to Morian (although I'd have to add several new terrain types). It is already added to Vetrar (just didn't need to edit his tactical battle).
parrottmath
For extra clarity, I believe it provides immunity for all targets on that particular tile, not just the army it is in.
The AI Sovereigns can go on certain quests (not all of them) The alchemists offer is one of the quests the AI can go on. Mind you failure for the AI on a quest means death of their sovereign, since they cannot accomplish the quest exactly the same way as the player. In my current knowledge this is the only way to get an ophidian, and that wizard knows the value of his life from that quest. Apparently it is equivalent to an ophidian.
The Ophidian provides magic immunity for the entire army. That is how the mechanics work at the moment.
[quote who="nanogasm" reply="526" id="3419290"] Thanks. Very helpful link. Since the thread started over a year ago, me thinks this isn't something on the soon-to-be-fixed radar. [/quote] It's under the category of Modders beware and deal with the system. Surprise they may change it at any moment ;) like the most recent tech change, we can now add things to techs.
I believe that the game is English only. Unless someone translates the game, which I believe someone modded the game in another language (not polish though) --- Here is a German translation mod https://forums.elementalgame.com/445669/page/1/#3391549
Refer to this post https://forums.elementalgame.com/434780/page/1 You can work around this obviously by doing a +4 and then use the abilties +1 giving a total of plus 5, but it won't look pretty.
It is a bug, since it is not the resource is part of the city, it is the city is actually founded on top of this resource. Since that is the city center on top of the bees. (You should not be able to do this)
There are 3 plains tiles... Land, Rugged_Land, Fertile_Land Chasm (which one may not walk) Chasm Edge (which one cannot walk) Desert Terrain Hills Terrain Swamp Terrain Arctic Terrain MountainRange (which one may not walk) MountainSide (which one may not walk) Forest Beach Cliff (which one may not walk) River (which ends movement) City (where one moves instantly) Submerged (
The terrain around the cities ZOC? Do you mean the city terrain? All terrains are actually in TerrainTypes.xml
Check the wiki-- http://elementalgames.org/w/index.php?title=Items
This was the fix that I mentioned earlier that I was going to do. Requires no mana and has the pleasant drawback of these guardians not able to destroy your cities or bother your towns.
You have chasm edge in the way ;) The problem, which I will fix eventually by redoing all the stamps, is that I lazily set all desertterrain travelable by the torax, so if torax borders desert he could leave on that desert. Similar with the other ones. The chasm edge is not travellable by chasm units so there is no real issue there at all. The final fix when i do will redefine 8 new terrains travellable by these wildland creatures and put them in these stamps only.
@ ReturnOfTheZack Might I suggest trying this Mod Fix. https://forums.elementalgame.com/450208/page/1/ It will prevent these particular titans from leaving their wildland and thus the wildlands will convert back. (It does not lock them down to one tile)
I've noticed that many people want to make sure the wildland bosses are killed means that their wildland is converted. There is a bug here that is well known to the community. If you kill the wildland boss outside his realm the wildland is not converted. A previous fix was presented by Primal_Savage where the player may cast around the marauding wildland boss and you kill him on his tile while you are also on one of the same tiles. This proposed fix plainly prevents the wi
Sometimes it will take steam awhile to update DLC when purchased. A lot of times to force this download if it didn't start immediately is to do a verify local files. When steam checks to see if the game is up-to-date it will automatically download the DLC you purchased, which is what it sounds like happened.
Actually, it is the granddaughter that needs to be found by the original quest. Thus, all the daughter references should be granddaughter. The original text. You come across a scene of morning, death and loss. They are too common on the wastes. A series of farmhouses was attacked, anyone of fighting age was killed and the children old enough to work or sell have been enslaved. Only the old or very young have been left behind. One old farmer, who is a
True, but I don't necessarily think the caravans should be not targetable by spells. If I've got the mana, I blow up enemy caravans from time to time...be nice if you kill one you get 10 gildar or something for the effort. Then it's like trading mana for money :) I agree that this is in violation of the change-log and I also didn't notice any ability changes to the caravans and if it is hardcoded, then might have missed the fact that the caravan units are called "Trade
It is not necessarily a bad strategic move for the AI to tremor the caravan. This does prevent the caravan from reaching its destination and might disrupt your economy (most likely not, but maybe). Wither was a particularly nasty one since it doesn't actually have an effect on the unit it targeted. We should probably make a list of spells that are worthless to cast on a caravan unit. I suppose people feel tremor is not worthwhile.
.hkb files are a havok format. In these forums buried deep are the ways of making models usable in these games. The .dds and you can use .png in its place for the most part.
[quote who="Nick-Danger" reply="6" id="3418493"]I've lost this game, I lost the city and with no good prospects for new cities I'm toast. Knowing what's coming (which is cheating of course) there's a chance I could do a few things to delay his approaching armies (Haunted Army spell) then Tornado the stack (or stacks as a couple of times he's split the stack into 2 stacks) then try to mop up. I'm hoping that AI armies now reform (they didn't a few versio
@joeball123 Just for your curiousity, you see by the pic it is 11 stack unit and it is the 11 stack unit that I point out there that actually attacks the city. The stack is not mounted and does basically reach the city indicated in roughly 2 - 3 turns after declared war. So the AI is not "cheating" in that aspect. After the first battle you lose because it is an army of 9 units vs. the 4 militia units. Not a pretty sight.
I found the stack of 11 army attacking, it would take roughly 2 - 3 turns after declaring war on you before it would arrive (which is what happens with your save here) It is in sandraka You should see it there and the distance to your city they attack. 2 turns (because of city snaking they've got on you). Good luck, you lose as far as I can tell if they dec
Could you post a save, of the before picture, I have my game on perpetual cheat due to my modding habits and testing of these mods. I can look into it more.
If you want primal, take a look at my Armor Attributes mod that I'm nowhere near finishing in general. The point of that mod is to force the AI to create units that make sense for the choice of attributes. For example, if you select no armor units should have no armor and I forbidden player usage of choosing the armor prof. if they have the no armor trait. Makes for smarter units, but keeps all the units they have in general. Still unfinished because I would like to do this with o