Could be a feature, yeah. [quote who="CrazyC0330" reply="5" id="2840956"] The problem, in my opinion, is that the wolf shouldn't have to re-attack after winning the first battle, in order to take over the city. If he wins a battle against all defenders that had an attack value >0, he should take over the city right then and there, kicking out those remaining defenseless units (in this case pioneers).[/quote] Or kill them. But yeah, that would be the ex
Heavenfall
If I were to hazard a LONG-SHOT guess, I would say that you have a mechanic in the game that solves the problem of a city having too many defenders. Let's say you have 30 units in a city. Only 12 can fight. So you made a mechanic where, if there are still units alive, the city doesn't get destroyed. This is where the pioneer comes in. And he's all like
Round of attack: http://www.mediafire.com/?ou1qu25s5r8k4eb Round before: http://www.mediafire.com/?2zpvwvvov1nlb70 Possible causes: A "dumb" invader. Positioning of Peasant before Pioneer in the city stack.
I honestly don't know. Certainly a model could be made, and it could be made to fit onto other models. But will it look good with pants? Cloaks? Robes? Armor? Will the AI use it? Will you have to include it in the chest armor, instead of making it its own category? That I don't know.
This is probably a minor issue, only the UI of the combatlog after a tactical battle was wrong. All the units survived as they should have. My sovereign was listed twice http://img822.imageshack.us/img822/4478/elemental1291924206.jpg http://img80.imageshack.us/img80/7749/elemental1291924193.jpg and so were the
From 1.09r changelog [quote] 24. Fixed some tech requirements on fallen armor (different parts of the same suit unlocked on different techs).[/quote] This implies that different parts of suits of the same "quality" should come from the same technology. The FallenMasterHeavyPlateGreaves and FallenMasterHeavyPlateArmlets are available from the tech Arcane_Armor_Trogs while the two other pieces of the fallenmasterheavyplate set are available from the Master_Armor_
Still present in 1.09r
Uploaded 6.03, fixing an issue with dead-end XML showing up in every city under the buildings as good-for-nothing improvements. If you don't wish to re-download, you can simply delete the ExpandedFaction_GreatHealthRegen folder and run the game without it.
I have two questions, based on an earlier thread. 1. Are we to submit crash reports when running mods? I haven't, because it could be the mod making the game crash (which is obviously very hard for you guys to find). 2. But here's the dilemma. What if there's a crash in GENERAL related to how mods are handled, instead of a certain mod leading to a crash? It's a bit hard to specify what I mean, but it's the difference between these two statements: "I installed these 3 mods and
Oh dear lord I hope not. I don't think there's anything in the world less inspired than those. Cast Y for awesome, cast X to counter. YXYXYXYXYXYXYXYXYXYXYXYXYXYXYXYXYXYXYXYXYXYXYXYfuckit.
[quote who="Magog_AoW" reply="51" id="2840509"]One tiny complaint: the Death legions color is too black. Diplomacy menus and their houses look weird.[/quote] Weird is what I was hoping for. No such thing as "too black". [quote who="King_Felix" reply="53" id="2840579"]Great mod! thanks for all (and fast! updates![/quote] Thank you for the kind words. I'm glad the mod is enjoyed.
Uploaded 6.02 Updated to 1.09r standard libracemod: updated fixed elf catapult showing up for all kingdoms Golem King pioneers now cost 5 population as well Death Legion Mutations: Combatspeed reduced from 2 to 1, Daring Strike reduced from 25% to 10%, Counterattack multiplier reduced from 100% to 50%, Accuracy reduced from 20 to 15 (and no attack bonus), tactical combat regeneration reduced from 5 to 4 Drota Combat regeneration increased from 1 to 2 Remo
Edit: Rebooted, problem gone. Probably artifact from another application. I just loaded up 1.09r and I'm getting some very serious hickups, ranging from a few seconds to 20 or more, averaging around 10 seconds. The game will completely freeze for the duration. I've removed all mods, cleared out the documents\my games\elemental\ folder, and verified the installation. Here is my dxdiag: http://pastebin.com/r
This is because there are two versions, one for the normal-sized unit models and one for the "fallen" unit models. You'll see this 'bug' in every armor level for empires.
The default value is 8 for pioneers. There's no hidden stat that improves training time, besides the obvious ones that you get from building war buildings.
[quote who="Derek Paxton" reply="1" id="2840240"] Great catch on this. We are already staging so I can't check it into tonights build, but it will be in patch "s". If you are ever in Michigan dinner is on me![/quote] It's a deal
Originally I thought this was intended, but Kingdom still has theirs and Empire still have all the techs listed in the XML - they just don't show up in-game. I'm talking about the series of technologies that unlocks new world resources on the map for empire. For kingdom, it goes The Lost Bounty > Lost Maps > Rare Resources > Secrets of the Nemesis For empire it goes Morrigan's Notes > Umber's Diary > Curgen's Journal <
Consider the following scenario. Unit X has been in a fight and suffered casualties. It used to have 9 fighting men, but the unit has been wounded down to 337/545 hitpoints, and only 6 remain. Still a fighting force, to be sure. Unit X enters a city. The city bestows the unit with +100% hitpoints. Unit X now has 337/1090 hitpoints. 3 fighting men leave the unit at the end of the turn, and Unit X has been reduced from 6 fighting men to 3 fighting men. Now
I used my sovereign to escape (by walking off the map), then used auto-resolve to end a battle. My sovereign was still used in the combat calculations.
I've quoted the relevant piece from CoreArmor.xml below. This is the "fallen" model version of the padded armlets, there is also one for normal-sized empire units. This item, for some reason, has a prerequisite for a raceclassification "Men", but this is an empire item and it is only ever gained by empire players. There is no faction in-game that has access to both the technology, and has a raceclassification of "Men" (even the Kraxis have a raceclassification of "Fallen"). Thus, this item ca
Originally I wanted the Death Legion to be an AI only faction, that way I could put a lot of fun things on the random mutations (that the AI would use, but not know how to exploit, but the player could exploit). However, I decided it was too much work for something the player couldn't use, so I went with this instead. 6.02 will see some re-balancing of the mutations, I'll release that tomorrow.
When I design units, off-hand items like shields or bows will completely lack any texture and appear 100% black. When I enter combat, the texture is visible on the units. Dxdiag: http://pastebin.com/raw.php?i=ERBHW1nq
In 1.09q empire gold mines and forgotten libraries were changed to require technology to build, [quote]19. Updated Empire gold mine and lost librarys to require techs like the Kingdom versions.[/quote] However, the kingdom improvement for arcane temples also has a technology prerequisite that the empire version does not have.
This is possibly not a bug, as they differ in strength quite a bit. Anyway, the kingdoms have one catapult available. The Empires have two - of which one is the kingdom one. In the xml, the empire catapult is locked to an empire tech, but the kingdom catapult is not.