Darn and I was hoping to hold off for a sale...
DsRaider
[quote who="LordTheRon" reply="24" id="3387002"] Still early days in my new game but I am recruiting darkling warriors! Was wondering if you're gonna make heavy units for the new races in your other mod? Playing as Hunduran now and would love to see a nice special unit for my horselords.[/quote] I plan to add some some unique ones eventually. Right now they use Ogres and War Golems. I am working on another project. I haven't decided what to give Hundura yet anyway.
As the title says wild monsters in the campaign no longer move or wander.
+ and - keys to change their size I believe. I don't know about direction.
I been working on a scenario however the command to turn off the AI doesn't seem to work. I have tried all the below. I don't know if this worked before 1.3. 0 0 <AllowAIBuildAndTra
Get the tech that allows you to build shards at the start. Back up your troops with elementals from shards. Be sure to get the other shard upgrade techs. Some people like spiders, but I find them useless. They are super weak and web isn't useful enough to give up a slot in your army.
Way to early for a sequel. I think we need another expansion that just adds cool stuff and content. The expansions we have got have been good but they have mainly reworked the way the game works instead of adding new dimensions to it, although they have added some content. Just find something really cool that is too big to add in a DLC like sea travel, Dynasties, flying mounts, or a underground map.
1) Take a look at Amarian Blood and the Noble's Legacy Spell for a possible workaround. 2)Dunno
[quote who="LightofAbraxas" reply="279" id="3384630"]Does anyone remember how to make a specific world resource always spawn with a specific sovereign? Wasn't there a way to have, say, a wild wheat or iron ore spawn when you had some trait? Thanks![/quote] I'm pretty sure that doesn't work anymore.
My game also just updated, and I was already playing 1.3.
The trailer looks cool but I don't understand how you can make a movie about this. Seems like it would be a very very short movie, or get very repetitive.
I bought Torchlight II and Don't Starve. Both great games.
Ah that makes sense, and explains a lot.
Also make sure they have beards... It's kinda their thing. Some of their units like the Sons of the Forge I believe don't.
[quote who="Nick-Danger" reply="83" id="3380280"]Limiting Magic in a War of Magic game, because the AI currently can't make even rudimentary use of strategic magic, isn't the answer. It's lowering the bar, it's giving up, it's the easy way out. The problem isn't that players use too much strategic magic, it's that the AI uses too little.[/quote] I don't find magic use to be in the top 3 things the AI does badly. They usually freeze or tremor
This is a thread where players can post about bad unit designs they have seen the AI use and suggest how they would fix them. Oppressors When I fought against Yithril they loved to build Oppressors. They are fairly standard defenders with blunt weapons, shields, PlateProficiency, Defender, and Constitution. A lot of the time they would upgrade them to plate armor. W
Updated to v3e! Just a few bug fixes. I think the reason you weren't seeing upgraded spears was an art glitch that I have now corrected.
[quote who="Nightmurderer03" reply="27" id="3379755"]Well you must be sick and tired of me but you haven't complained so i'll keep at it.[/quote] I'm a pessimist with no illusions as to the quality of my code, so if no one is complaining I just think no one is using my mods. So I'm happy about all the recent complaining in this thread. In fact I wish people would start complaining about my Age of Fangs mod. It'
[quote who="BernieTime" reply="25" id="3379400"]The one odd thing though is that I still don't see any of your pre-designed units in the training window.[/quote] As I said my units are tied to Faction not Race. So they won't show up for custom factions. I might change this but it still accomplishes the main purpose which is to give the AI units to use. [quote who="Endiel1" reply="23" id="3379330"]I could click the upgrade option fine, but it only equips them with the b
Update to v2b! This is a pretty big update. Here are some highlights... -Added Revenant. -Completely redid Djinn art. -Lots of Bug Fixes. -Added special abilities to most racial monsters. -Added Foreign Quarters which are improvements you can only have one of and produce tokens.
Looks cool. I'm happy my stuff is useful.
[quote who="DrJBHL" reply="33" id="3379618"]Philly, the geocentric beliefs which existed pre and post Galileo had nothing to do with logic. They were based on religious beliefs, not on fact or observation.[/quote] Um no. People believed the earth was flat because logically if it wasn't we would all fall off. They believed the earth was the center of the universe because when looking up at sky it was obvious that everything circled it. They believed these things before the church e
Cool thread. Tjshen I have updated my faction mod introduction, would you mind updating it here as well. The old one was inaccurate.
Uploaded new version that fixes all reported bugs except... [quote who="BernieTime" reply="21" id="3378875"]Added: Now that I have the ability to create a Mounted Unit with Lances, there's something wrong with how it's tallying the Mounted Stat Unit value in the design screen. The Lances appear, but are greyed out. I hit Control-R to see if maybe there was something buried in the Tech Trees that I missed, but the problem still persists. Lances are unavailable for Designing Uni
Haters aside the Devs at Stardock have said they will probably add multiplayer. They are just waiting for other projects to finish to free up network coders.