A possible fix for this is to maginfy the food requirement for levels as well as the food output of the resources. Levels instead of 100 food takes 500 food, but each thing gives instead of +5 food more like +50 food. This will definitely make growth more of a factor and the food caps would be less reachable in a short amount of time. Obviously I exaggerate with the numbers, but I think the ideas are sound.
parrottmath
Yeah... a changelog. I like fixes.
For your other mod you may have to edit the configuration file (go ahead and look at my files to give you an idea of how it's done).
It took me awhile to figure this out. What you do is the following: This is for your improved faction color mod First get your zip file with the mod save this file https://dl.dropbox.com/u/8654092/Configuration/Improved%20Faction%20Colors%20v3-13-v3.configuration.femm as configuration.femm and place it in the root direc
This is possible to mod in. Edit the race configs. But it would have to be individually done.
Take your units folder and zip them up and ship them out. I support this idea, but I sadly don't design any units... well not beyond my mods.
All of my mods support it. Snaking Henchwomen Summonunits (both versions) Amarain Sacrificial Elementals River City Bridge
Look forward to seeing a future version. I've tried this version, but my screensize is not your size and so I can see all the buttons. (scrollbar necessary). Also, for item type there can be multiple choices that can be done here. For example, some of the robes are item type 'torso' as well as 'head'. I look forward to start using it.
I know, but I was thinking of someone who changes the vanilla ones, it will keep compatability with that mod. Plus, if you ever decide to change your stats on your elementals, then I still want to be compatible with your mod without any changes to my mod.
[quote who="ev4debug" reply="119" id="3286737"]Incompatiblity between module (for the same mod) added to the TODO section of Development status[/quote] Sweet. Thanks for checking the config file and I have fixed every one of my mods to work with your manager. ;)
Heavenfall for my stormworld compatible version of this mod, could I just eliminate my copies of the summons (since they are in your game anyway). Just have your mod as a required mod.
[quote who="Mistwraithe" reply="1" id="3286700"]Stardock are really starting to stumble with FE, these bugs needed to be fixed well before release. It feels to me like there isn't a dedicated testing team at Stardock, or if there is they just play the game superficially and don't actually analyse in depth what is going on.[/quote] I wouldn't speculate on this too much. This game has a lot to analyze and there are a lot of different things that may be causing this bug. Good
Sweet. There is another idea about compatiblity within a single module. I have 2 versions of summonerunits, one stormworld and one vanilla. Is it possible to add incompatibility between the two. Namely if I select 1 I cannot select the other and vice versa. Here is a combined version with the configuration.femm included https://dl.dropbox.com/u/75549875/Fallen%20Enchan
I like that you can install these mods, I'm adding the configuration files to each of my mods (thanks for the model there). Is it possible to add a unistall feature for all mods. Namely if you deselect all mods then click install it should remove all mods from the folder. (not necessary, but it would be nice for the end user).
No problem. Maybe I should redesign the construction tile so it looks more under construction. In regards to the icon, I honestly didn't know where that construction icon showed up so thanks for pointing that out to me. (I don't play with the cloth map much) If you had pedestrians you could see one of them hammering on the bridge, but I'm thinking I'll add a plank that is in the water or a pile of lumber on the tile.
I have fixed some of the graphical issues on the cloth map images.
The picture of the first bridge is a bridge under construction (so they haven't finished the bridge yet and so their are missing pieces). I don't quite see the rocks floating in the river. From my tile design there should be no floating rocks. (If I could get a better angle). The cloth map picture Icon for under construction I will fix. I forget to work with the transparency. Thanks for pointing this out.
I have updated for stormworld compatibility.
I've updated the summoners mod to include quest summoners. I will soon update the mod to full compatibility to stormworld. @Heavenfall do your FireElementals (and other elementals) have the same tag in your mod or did you name them something else? I need to know to update the quests to work with your mod.
[quote who="Sentinemodo" reply="18" id="3285437"] parrotmath, how about making a configuration file form Mod Manager? would make it a lot easier to be able to manage them with that tool.[/quote] I will look into making this configuration file, but I was waiting for the Mod Manager development to calm down so I can learn some of the syntax.
Also, sometimes if you report your problem there are enough people here that may know a solution to your particular problem. But I've always found quick and speedy responses on the forums.
[quote]Can't upgrade henchmen weapons and armor. Haven't tried the "upgradable weapon" in design.[/quote] Henchmen are like champions. You upgrade their weapons by shopping for them and buying the individual items.
[quote who="Alstein" reply="26" id="3285635"]but I don't think anyone is doing a base game rebalance mod.[/quote] I thought that was supposed to be master of affliction mod.
Alright time to raise new questions... what is the point of ? I noticed that a unit can show up without this tag set in unit creation on the xml, but if you do set the tag you must put this unit in the race types. So, what is the point?
I look forward to 1.1, and I enjoy actually feeling apart of the game discussions and design decisions. What is the word on snaking? Are you bringing new mechanics here or allowing modders more control on these aspects.