To fix the problem I found the following works. Change MaximizeSum To MaximizeBest and add the line to the equipment defs 1
parrottmath
I've seen this backstory several times throughout and found that the word 'most' should be 'must' [quote] All who wear the colors of this army, from commander to common foot-soldier, can trace their lineage back to the great kingdoms of the pre-cataclysmic era - to Coriopolis, Zad-Zabril, and even fabled Antheros. The blood of the channelers of old runs in their veins; they know and are unafraid of using this power to aid them in combat, both as sh
The mage does show up if you go naturally to enchantment research. The problem is with cheating I suppose ;) could be a sign of a deeper problem though.
It appears to be a problem with Weapon Staff Defense MaximizeSum</SelectionCriteri
I think Dr. Frankfurter pointed out the value of the slums and provided the exact game flavor for it. Although it doesn't fit in my gameplay style it is a building with a purpose... sacrifice your poor citizens for more of your power.
I have researched everything and cannot build the mage unit.
Just curious if anybody knows whether the AI uses tatical summons for creatures?
I know that the summoner add +2 levels for each of the summons, and each of the summons abilities add +1 levels for each summons. What I didn't know is that if my sovereign is a summoner (+2 levels) and I have another champion that has summon 1 ability (+1 level). It turns out that ALL summons have a +3 level (+2 from sovereign and +1 from the other champion). Namely if I had 3 champions with summon 1 2 and 3 (+3 level summons) and a summoner champion with
[quote who="Sythion" reply="5" id="3282977"] it doesn't seem like there's much demand.[/quote] You have to give it more than a day before you claim there is not much demand, but I understand the amount of work behind that combination.
whew... I was worried that I was a bad bad ceo man... good to know. ;)
[quote who="SOLOSOL" reply="26" id="3282934"]I think many players (including myself) would be gratefull if someone modded: - Roadbuilding for all pioneers. - A double option for enable/disable insta-roads, so the player may pick what he wishes. With these two mods, I think the insta-road issues would be solved for everybody, even for the Devs. Can anyone do it please? [/quote] What trait boost do you suggest to give to the Mancer
It seems like a trait problem with the game. There is a special player trait that adds to the level of all summoned creatures to the player. Is your starting sovereign a summoner by any chance, or did you come by this ability from capturing another sovereign?
This could implement the siege mechanism in a round about way. If your armies are on the city tiles, these tiles where the army occupies do not grant you the bonuses of that city. Sit on top of their merchant building and they get no merchant. Also, while sitting on their city no building may take place. There could be added to the mechanic destruction of the improvements. Although, I would prefer instead of descruction, more like damaged (graphically looks torched and needs to be rebuilt but
Updated to version 1.1. There is no functionality change, I just noticed an error in the xml (wasn't causing problems with the game, but it's best if we ensure that there are no errors in the file.) ;)
Update v4. fixed some minor xml issues and ensures the appropriate graphic for the ivory platehelm.
So the growth can be useful in very rare circumstances. Say for example you have several towns (each buffing the food in all your cities). You decide late game to raze an enemy city. This level 1 town is growing slowly. So you choose to add slums instead to get that extra growth in the city to get to the later stuff. The cap is not a worry at this point in the game and it allows you to rebuild a high level city quicker. I'm not saying this is a viable strategy or the best one. It
[quote who="feelotraveller" reply="14" id="3282955"] Thanks parrottmath for another nice mini-mod. I would find it helpful if when you update you could include the version numbers in the filename (like you did with the henchwomen mod) so as silly me does not get all confused. (That's just me trying to figure out where I left my brain...)[/quote] I will on future updates. The next update would be to have an upgrade system for
All the bonuses from the buildings stack... so if you get a +2 from something else and you get a +2 from the upgrade you should get a +4 all together.
Yeah Stormworld has specific terrain for it's bridges and "new" rivers. I don't know if Heavenfall will add support to this new tile. All he would have to do is add the preferred terrain in a seperate file and then that should do the trick. I would like to be able to make a road that passes through a river tile turn into a bridge instead of not showing up. Although, I'm not sure how I would go about doing that.
That's a vanilla problem. It's one of the stamps that has the river going out into the middle of the ocean. I've reported that one a couple times.
[quote who="crimsongekko" reply="10" id="3282862"] nice update a small idea that might fit this mod: there's a river tile with a tree stump across it, could it be changed so that it acts as a bridge for units to pass through? it looks just perfect for river crossing [/quote] I don't think that would be possible. The terrain is what dictates movement and that terrain is still called river. The tile look is just fluff an
I have now added under construction tiles for each of the bridges.
I have updated the files to include new icons that I made. Someday I might improve the icons, but right now I think they will do. Added to the nexus and wincustomize (waiting for approval).
Yeah, I know. But have to start somewhere and then they can gauge popularity and playability from players points of view. Before anyone asks the bridge is diagonal because of the variety of river styles out there, and I wanted to be able to build it across any river tile and this seemed like a safe bet. Let me know if there are undesirable looks and show me the pics so I can see if I can fix it.
Thanks I'll get that worked around then ;) really they could put the tiles in the tiles folder and the shadows in the right spot. It would function just the same.