Out of curiousity for feedback purposes... should the 3 level death adept spell be drain life... I could make a new spell that is a weaker and cheaper version of drain life. Or something else entirely.... looking for some feedback here.
parrottmath
I won't believe it until frogboy tells me a funny comment about how the AI going to make us all cry. Or threatens us... either or.
Fixed just redownload the file. ;)
[quote who="Heavenfall" reply="6" id="3289308"]You should make a compilation mod with all your mods... call it "game improvements" or something. [/quote] It's an option now with the mod manager ;)
Thanks for the info... hope you can squash the bug. FYI if you just make the unit with a woodshield it will upgrade unit design per usual, but it will require the training tech appropriately. Plus, any champion equipment overrides the currently equipped trained version. I've done this with the henchmen female mod in anticipation of what I thought you proposed as a fix to this problem. Namely, change WoodShield to <Equipment
Done Heavenfall. It should now be compatible.
Heavenfall... I noticed that you have this grey magic background stat added to each of the abilities... should I add these to the death adept abilities? Just to be consistent with your mod.
I wonder if it is curgens volcano killing your sovereign insta-kill.
I've encountered this as well... it's a bug.
Still in 1.02.
[quote who="ev4debug" reply="165" id="3289070"]this item is always installed, if at last one module is selected (1)This item is also a module, is intended? An user can install only the core file?[/quote] My intent was to make sure that this file is always installed (it's necessary in order to have the building style). But It is not necessary to install the other faction stuff. You don't need the buildingstyle change to Tarth and such to use this mod. An experienced use
[quote who="DigitalAbacus" reply="21" id="3289089"]Is this mod leader/faction specific?[/quote] This is not leader or faction specific. It only changes the terrain type of the buildings pier and logging camp.
If you use the mod manager you need to ensure that mods are enabled. I just tested it out again and I can build the pier and logging camps when I reach them.
I noticed that if you create an empire race with the Altar bloodline (men) that you are still able to train torch bearers and get access to life adept. I think this is not right and so I create a mod that makes torch bearers only kingdom units and added Ash Bringers to the empire. These Ash Bringers have basically the same skill-set as Torch Bearers except life adept is replaced with death adept. Death Adept I - Allows unit to cast curse. Death Adept II - Allows unit to c
[quote who="Mystikmind" reply="1" id="3288961"]I am all for some level of randomness but this is crap[/quote] There is no randomness when units get to move in tatical battle. It is based off the initiative. Initiative shows when actions occur... If you have high initiative and they have low, this non-action should never occur. But the other way around, it is plausable with the current system...
[quote]Shieldman henchman starts with the best shield available[/quote] Does this mean that the shieldman requires the training tech? Namely the wooden shield tech and no longer auto-creates a wooden shield for inventory?
I like the idea of female henchmen, and I wish I could have thought of better names than Bardette, Shieldwoman and Candlebearer. But there is a question of design though, currently if you build a henchmen they get life spells, BUT if you are of the empire allegience (a specially made men race faction) you still get life spells for henchmen, not the death spell equivalent. I think I will mod in a fix for that one, unless they are going to do that at the vanilla level.
It's my tent file configuration is where I tried it out. I wanted to set the core files as not required but require it from every other module (so as not to over-install and give people the option of not installing all the files I have there). https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/TentStyle/configuration.femm
There is also a problem with dependency... If I have required 3 to be installed if you selected say 4, but then deselect 3, 4 would still stay selected. The install will install 4 but not 3, not sure if that is intended or not.
[quote who="ev4debug" reply="19" id="3288874"]https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/TentStyle/TentStylev1c.zip is broken[/quote] Fixed... thanks.
[quote who="Derek Paxton" reply="3" id="3288776"]The Shieldman already needs the Wooden Shield before he can be trained.[/quote] Not true.... you are already auto-generating the shield in the code...The shieldman ALWAYS starts with a wooden shield (it's generated after you recruit), I made note of this when I made the female henchman mod. Makes 2 handed weapons a bummer if you edit the shieldman and make your own unit with a 2 handed weapon (kind of a bug here). The 3
For those that want Stormworld compatiblity and a faction to use it... per Heavenfalls suggestion to add it to the centaurs here it is... Put this file into the tentstyle folder in the mods directory for it to work properly. https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/TentStyle/TentStyle/CentaurTentStyle.xml The original file has been updated and includes it
[quote who="Dragoon" reply="5" id="3288382"]Is that somewhere mentioned in the manual? I must have missed that.[/quote] It was a bug reported during the beta... But it's not really a bug but a feature.
Have you checked the numbers? Most of the numbers are for training increase. The only thing that is really decreased is the brutal nature moving the damage from +100% to +50%. Other than that it is just an increase in training with traits... the base Jug with NO traits comes out cheaper. What do you refer to when you say they are nerfing Juggernauts?
[quote who="Heavenfall" reply="15" id="3288480"]Well done! If you could include a file for Stormworld: Centaurs as well that'd be great.[/quote] Sure I'll add that in... it will get done today (but work gets in the way sometimes).