Don't know. I can't really do anything to help. The game can support Stormworld on its own, but when you add other mods that increase the map size by 100% that is obviously going to put a lot of pressure on memory and cpu.
Heavenfall
Adding some new stamps to rivermod next release using burning lands and arctic terrains: http://i.imgur.com/rp77R.jpg was able to work it so that if you are close to the rivers they'll appear in the tactical battles: http://i.imgur.com/kZf51.jpg
Yeah they're dropping too much, all the new monsters are. They were supposed to be 30% drop, they're at 100%. Fixed in next version.
Thank you all for the feedback and bug reports.
Yes, of course. But those summons are practically identical. If someone without Stormworld or the background unitstat lib runs those unittypes, they will be functionally identical to the vanilla ones.
Can you post a save game of that please? The fiery gorgon's "tail" is defined in Stormworld_ExpandedFactions_Champions - are you using that submodule?
Yes, they settle like everyone else.
Fort zombie... now there was an ambitious game that just didn't deliver. Still, it was awesome roaming those big cities. There was always a very real sense that you might not make it to where you were going... or back again.
The faction's abilities have to stand on their own. ALL the factions are getting unique and unusual units. I'm thinking about giving them henchmen. If you can make one hero golem you can make another... and it would tie in nicely with their fast strategic health regen. That's a sufficiently powerful faction ability which also introduces a new type of system for the player, since magic is so weak. Lore-wise it fits nicely, since they are all about individuals going around t
[video]http://www.youtube.com/watch?feature=player_embedded&v=bIy6w_iubSs#![/video]
Remember to make a sovereign for them. Then you select that sovereign.
Yeah, you probably have to remake spells to do this. The other alternative is to block other traits from appearing when you play path of the mage, increasing the odds that you get a spelltrait to select.
Edit: Wrong topic.
Unfortunately that bit is hardcoded, I can't change it.
Thanks! I'm using the mod manager for the LargeUI mod as well, btw. Not just Stormworld.
Can you instead describe what you are trying to do? Is your intent to block certain spell levels for all who are not path of the mage? Or are you trying to give path of the mage a higher chance of seeing spelltraits as choices?
That's what I meant. AbilityBonus is a container for the following AbilityBonusOptions. This 0 <
Some factions are very weak against particular other factions. For example, Golems take 20% more damage from Blunt damage, whereas Gnomes gain special blunt weapons that deal extra damage. Elves have good pierce damage and centaurs are weak to that. Frost Giants massacre groups of enemies and Greenskin depend on big groups to win. It is very possible that you will find yourself in a situation where you need to alter how you attack different factions. This is intended. However, I don't thi
You most definitely can. In the XML above you just didn't do that:
[quote who="ManiiNames" reply="807" id="3286317"] BTW I have to say that the 1/2 mana income from all sources other than your Sovereign is incredibly crippling for the golems. Makes them a very hard-core antimagic faction, even more so than the gnomes. Gnomes get 25% less mana and +25% cost of tactical spells, but the Golems even have a hard time just casting city enchantments early on, much less anything else. Can't even enchant their units because it's too exp
We don't have access to modding the AI to that level.
Here's some XML that works Hidden Hidden Hidden Piercing_Stat_Icon.png 1</Hidden
Please use a different icon for the mod manager than for FE. The icon is all I see... ;(
Just the normal one unless it was summonez.
Good catch... no it can't fly. The bonus was supposed to be on dragon mounts but I must have placed it wrong. Will fix it in next release.