yeah they seem to not be in effect at this moment CoreSpellsLife.xml [code="xml"] etc... etc
EviliroN
i get picture doubles and swaps of the baby pictures to random heroes on the map, but yes, restart changes them back
[quote who="Heavenfall" reply="30" id="2778554"]This is the stupidest shit I've ever seen. They just branched the game... I really hope this is a one-off thing, otherwise I'm just going to drop modding. What a bunch of idiots. Edit: Alright, beta is beta. Fair is fair.[/quote] wait, what?
keep the button depressed and keep pulling up, delays a second, should create them
there was one right after 1.08b
zoom down to town then back out again, only does it for me if i save a game, nvidia here
LOL http://www.youtube.com/watch?v=gldlyTjXk9A anyway, im just trying to help you bug test, no inquisition here :)
also........... :) the holy temple....gives unholy mana? [code="xml"] Resource UnholyMana 1.0 1 Player AbilityBonus <
i believe they have yet to be released
also purge seems to miss and just says "Purge" in red but no damage :)
a quick suggestion, 1.08 changed the way the shop works, maybe check it out first?
weapons already seem to overpower defense, so i wouldn't worry about that. but i did lower most store costs, of weps/armor and left the unit costs the same
I too used that code and while it didn't CREATE a data.zip all my personal mods and gnilberts are in the game. i suggest just renaming the data.zip so you can always change it back if you want, easily.
1.08 is great. i blasted through 450+ turns smoothly just to test things... [quote who="dawgs4ever" reply="25" id="2774596"]If possible, please add to 1.09 or 1.1 the ability to turn off animations in combat. Even better would be the ability to toggle only certain animations - I want to keep the magic animations but disable everything else to GREATLY speed up tactical combats.[/quote] how about a chess-like tactical combat appearance with cloth map-like pieces? &
[quote who="Kravick3" reply="99" id="2775190"] Quoting Baleurion, reply 98Awesome earth spells!! Is this 1.08 compatible? Im guessing not (im too early lol), ill check back tomorrow Right now its not. While the spell graphics do work, every spell cast will miss unless you use auto resolve. Turning the mod off (or deleting the files) allows spells to hit normally again in tactical combat. I have no idea if its the mod itself or if Stardock b
does 1.08 break any part of this?
Risk anyone :) 1 wood block = 1 army, not 1 guy
anyone tested if the AI uses this?
[quote who="hairrorist" reply="92" id="2771846"]Icecrown, this is truly great work! One thing you might consider is removing the dissipating smoke effect that occurs at the tail end of some of the animations. It drives me crazy to have to wait until every last particle has resolved until I can move or attack. I think this quick fix would catapult this mod from Great to Legendary status.[/quote] +1 there nee
this looks extremely interesting, thanks for linking me this hairrorist
25-35 around 30 yeah
don't forget the spell scalar, though. increasing tech levels and not the spell scalar means level 6 spells and level 1 arcane tech lol
isnt it the traders pack/pioneers pack that they have equipped?
WOW, my tiles look like crap compared to this lol i would like this mod when finished, for sure