Not exactly sure how I'm going to fix this problem without some coding help. The problem lies in the fact that when making a shieldman / woman the shield is a part of the character creation itself. This yields no problem, but when you de-equip you always have the original shield and weapon. The developers decided that they would give you the option of de-equiping the shield and so did the auto-create equipment. This leads to the current problem. It always gives you a shield for fr
parrottmath
This seems to be a vanilla bug as well. The same problem occurs with the shieldman if you edit him with a spear. You still have the spear, just de-equip the shield and you get your spear back. It's a two handed weapon thing and the shield problem. I'll see if I can fix the vanilla problem too ;)
Heavenfall are there any land category terrains you added that I need to add to barred land list for the snaking mod? Nevermind... answered my own question (no you don't)
Yeah I think that is by design though. This allows someone to create several different colored sovereigns of the same faction. So I'm not sure if this is a prolbem then.
Are you going to use the snaking mod in the game? [e digicons]:grin:[/e] or is it strickly vanilla?
No problem Heavenfall. When you do your next version of Stormworld I'll update my files then.
I can only think of removing the graphic from each of the helmets... this would definitely change the core files though.
Magical damage bypasses armor. But if the unit has fire resistance, cold resistance, and shock resistance, then these are taken into account for damage purposes.
Do you remember what switch you changed?
You could check your preference files you can edit the lines to revert back to the old settings I suppose.
[quote who="seanw3" reply="7" id="3280156"]I don't know. Maybe you just need to learn some stronger strategies. Most of the early game is about leveling your Sov. Without watching you play, I can only think that it is a combination of being new to the game and bad luck. I play on a difficulty that is known to cause ears to bleed and have few problems. It's mostly a matter of learning to deal with your environment.[/quote] This is a real good point. Playing on the easier diffic
It's only there for 64 bit computers. Memory issues prevent it for 32 bit (so the devs turned it off)
The AI does get unfortunate start points more than you think. I've seen it and this is where you get the threads of rampaging dragons on turn 50. Because in earlier patches tha AI just didn't care about those Forest Drakes like you do, it's been getting better, but they still have a death wish... unlike us.
You need to be running 64 bit to see them though and zoomed in.
I took this to mean that the buildings like monument and town hall will have a greater effect in increasing the ZOC of the city. Thus, snaking will be allowed, but restricted to what these buildings offer. One will still be allowed to snake, but it would be dependent on the civilizations buildings within the city. To build a sprawling large city you would have to build the monument and townhall to manage such a sprawled city. I am completely against a 1 tile city and I really like mul
I'd be happy if I just held down the shift key and casted the spell to recast it.
Hahahah... classic
Sweet. I really like the ease of modding things thus far.
Will this mean that my snaking mod will become vanilla again ;) This is a great idea and very similar ideas I've presented. I'm glad that Frogboy agrees and is sending it up the line. (I really don't like the idea of city highways).
I suppose that one could add another building that acts like a pier (can be built along the river) and that should allow you to build on the other side. From what I've been told (haven't tried it), you can delete the pier and build along the other side of the river. Thus, giving you the ability to snake across rivers. Maybe I'll add a building called river trader that gives a gildar bonus and can only be built on a river. But that would unbalance a lot of things, and I would
I agree with you, that's why I said most times. It would be nice if the AI utilized the move / action feature. Namely Black Widow moves closer and webs when there are missle troops. The move / action needs to be reworked for most tatical AI battles.
Most times... now the archer cannot kite. ;)
This sounds like you have the explorer button clicked on your sovereign. They have not added a visual effect to let the user know that the explore button on the sovereign is pressed and so it will appear that you sovereign is having issues about listening to your commands. Solution: click on explore again and it should not explore anymore.
[quote who="seanw3" reply="35" id="3279560"]Pretty sure I never paid for Nexus mods. WTF are you talking about?[/quote] I think he is refering to the premium account.
No problem. They have it off by default because they don't want people to necessarily micromanage building placement (which can get tediuous late game, although I have fun with it). Also, it does help the AI because players can abuse the placement of buildings and AI doesn't quite have that ability.