I would not expect more. Your graphics card is the problem, it's a low-budget low-performer. It is approximately similar to a 7900 GT nvidia card. What resolution are you setting the game to? You can either try decreasing that, or you can try putting it at the same resolution as your laptop screen maximum. Sometimes, setting it to that maximum (your native resolution) can help.
Heavenfall
I noticed some more errors that will be fixed in the next version. All shields had the old _IsUsingShield tag, that is being removed. Also, the unitstats for IsUsingTowerShield and IsUsingSmallShield were not set up properly and won't work in version A. I've also made some other decisions in regards to what unitstats go into the mod. UnitStat_BG_ResistBlunt UnitStat_BG_ResistCutting UnitStat_BG_ResistPierce these stats are already unoficially in the m
Item 1. Of-The-Earth Description: A weird stone parasite, this is the only one known in all of existance. It will bond with any person, greatly reinforcing their physical fortitude but slowing down their actions. The parasite will cover the back, the right shoulder and the right arm of whoever wears it, and two dagger-like objects will emerge from the right temple on the head of any person it merges with. It is capable
[quote] This mod has been merged into the Stormworld mod pack. This topic will not be updated.[/quote] Reliquary 0.7 Reliquary is an
I agree that the amount of Food available in the mid-game is rather overwhelming.
Terrain is free to clear in FE.
In the newest version, its a very low-level quest that gives you a potion of restoration. Look for "odd huts" quest locations. Spoiler: [spoiler]You'll have to fight one single butcherman[/spoiler]
[quote who="Frogboy" reply="28" id="3091354"]Game of Thrones only has Men. You don't need Orcs, Elves, Dwarves and Goblins for the factions to be considered "different". They just need more features that make them effectively different. And calling the factions all Men with different facial features and such could be said of pretty much all fantasy universes. What's the difference between an Elf and a man or a Dwarf and a man or even an Orc and a man. <br /
[quote who="Capn Darwin" reply="50" id="3090901"]HF, Your CoreSpells shows two SummonEarthElementals. They appear to be identical. Core Units has the Likihood mis-spell in it. Rest of the Mod is awesome. Thanks for all of the hard work![/quote] Thank you for the reports. The earth elemental spell duplicate was removed. The tag is how it is in the core files, and it is how it is spelled in some cases.
I want a lot more magical items in the game, specifically ARMOR pieces. There is already a plentitude of weapons, but armor pieces are quite lacking. I am doing a mod where I add a bunch of items of various nature to the game, but if they can find some inspiration in the list so far that's great: http://pastebin.com/raw.php?i=K8EwL1ST (some numbers missing, those are in the "already implemented" file) I also want more mounts to
It was set to 0, they have their own internal nobs to turn to change the exp system. This is what you can use to change it.
Experience Bonus % EXPB Percentage bonus to the experience earned by this unit. Encumb
When I go on a quest that shows me a possible reward, there is an area where that reward is shown. If it's an item, for example a battle axe, I would like to be able to hover over it to see what it actually is in terms of strength. That will help me make an informed decision when I decide to go on the quest or not.
As a modder, this is a bad idea. The Hiergamenon is a perfect place to put information about monsters we don't know things about, such as summoning spells.
What exactly did the chokepoint consist of? Cliffs? Mountainside? That's easily fixable. It will be harder to fix dynamic stuff such as cities.
Unitstats that have 1 still show up in the Hiergamenon:
Here is an early version of the mod. It's up-to-date for 0.86. This is for modders only. http://dl.dropbox.com/u/32649007/A_LIB_UnitStat_BG_vA.rar You'll also find 3 example mods in the folder. Remember to delete those for any potential release you make. The first is a trait that becomes available for anyone with at least 3 injuries at level-up: Battleborn: +5 defense The second is
This tag is present in equipment upgrades in the CoreUnits.xml. It is ended wrongly and mismatches the xml. Note the x [quote] 1 x tionOnly>[/quote]
I don't think that's possible. I wouldn't know where to start.
When I use the crushing blow ability with a unit, its dodge should go to 0. Dodge remains unaffected.
Hey, this issue has been in the game forever. Once I gain the summon earth elemental spell, I am able to summon and maintain one in strategic mode, and in addition summon one with my champion in tactical combat. The earth elemental (and the fire elemental) are way too powerful for anyone to have two of them from a weak-ass champion.
Clearly, it is not intentional. If it was intentional it would say that they hit for 1 damage per mite. Not less. It makes no sense for a unit with 3 attack to go up to a unit with 4 defense and attack for 5 damage.
A wide retaliation would break the game at this point. That's why I suggest only trained military units counter-attack each other by default. Note that such a mechanic would not be enough to fix the problem with AI vs mechanics. But it would be one step.
There's no way to "solve" the problem of AI never getting first attack, except to change the game mechanics.
Continuing my post above. In the post above, I detailed how the AI could more appropriately use the game mechanics. In this post, I will be making suggestions for how to adapt the gameplay mechanics to the way the AI plays. Suggestion 1) Wages for units stationed in cities are reduced by 75%. This creates a high cost of attack, but a low cost of defense. It allows turtling AI to maintain a reasonable army while not giving up all its tech and gildar income to do so. Suggestion