PS I love the ideas of: -Extremely hard end-game dungeons (do you have time to lose units and burn mana in exchange for unknown great equipment?) -Minor factions sending their unique champion at you if they become SK allied! (Do you consistently fight back that champion every time he re-spawns, or take the time/risk to defeat the minor faction and be rid of him?)
davrovana
1. I think the Doomsday Counter is the best part of this game's value proposition, that is, it forces the player to consider time. It solves the biggest weakness of the 4X formula by taking away the option to indefinitely sit around and gather power over an indefinite period. Think of FTL: you had to think about every jump choice you made, because the enemy fleet was only getting closer. The player could only delay the enemy fleet, never send it back. I think the player w
[quote who="morphem91" reply="55" id="3525083"] Looks like your new file fixed the problem , well done [e digicons]:)[/e] [/quote] Glad I could fix the problem! I'm Wikibear !
Are you custom designing units? Are you building them from fortresses? Load up pariden units with magical equipment, then use scrying pools combined with city enchantments to give them fire attack, initiative, health bonuses. You'll be able to mage staff-wielding units that can kill juggernauts before they'd ever get up close. Juggernauts are amazing but they can be killed somewhat easily. Pariden requires more detail management than yithril, but they are an awesome fa
-immobilize the unit that can cast tornado -send in multiple stacks not on the same tile, only one will get hit by tornado -have an ophidian in your army
are you auto-resolving?
Destructoid posted a Sorcerer King story .
[quote who="ls35a" reply="37" id="3524690"] SHIPS. I WANT SHIPS. [/quote] FYI the mod XtraDeconstruct supplies this. Sorcerers can summon ships, too.
morphem- Do you have the undead DLC installed? Might be the issue if you DON'T have it. Replace your current file with this one , and let me know if it's fixed.
[quote who="OliverFA_306" reply="1" id="3522895"] Very interesting article! [/quote] So proclaimeth the Master of Excel!
[quote who="coollonewolf1978" reply="6" id="3524205"] Well I got it to work finally. The problem? It apparently was this: The game apparently did not like the space in the Internalname. By removing it, it works fine now. [/quote] Yeah, I noticed that, but wasn't sure if it would actually bother the engine. Guess so! Try out the
want to send me your files in a .rar or .zip? i could play around and find the issue.
[quote who="coollonewolf1978" reply="2" id="3524088"] Well, I tried that, however it disappeared from the sovereign screen when I started a new game and still didn't show up in the build queue. I tried tying it to the race blood ability. [/quote] Has to be a player ability, not just any ability. I'd say for now, just create a player ability (copy FleshBoundTome or something) and call it "Ancient Architecture" or whatever. Give it to your faction in their RaceCo
[quote who="morphem91" reply="51" id="3524014"] Same problem here, any fix yet for this mod ? [/quote] As far as I knew, that was fixed some time ago! Surprised to hear you're having that issue. Are you running XtraDeconstruct? Which version of this mod did you install?
[quote who="Seik" reply="4" id="3523360"] Did you played the Dead? I think there is a bug to build pionneers. Even if you have more than 30 people it is often grayed out and say "Not enough population". It took me ages to build just two of them. Even with 120+ population I could not build a third pioneer. [/quote] Sounds like a mod conflict. Never seen this myself.
[quote who="JetJaguar72" reply="4" id="3523815"] I was wondering: Is it possible to give the AI the ability to scout additional tiles (like the scout ability, but more than just +1 sight) as an alternative to giving the AI the fow cheat? Is this possible to mod in? [/quote] You could add the scouting ability to AIAbilities.xml so that all trained units get the ability. Not sure if a second copy of that file is correctly read from the mods folder (worth a try)
Try tying it to an ability instead of race. Can't find an instance of a building based on race, so it's possible the engine just won't take that when it's time to generate building choices. So take your tag above and its content, and over-write with this: [code="xml"] AbilityBonusOpti
I can confirm mods work for SK. I've successfully tested heroes, spells, ability trees, and tiles.
are you certain that 'use mods' is set to 1 in the preferences file (use mods checked in menu screen)?
Yes. I bet you there's one of those 'red squares' from Sorcerer King in there. Solved in SK, but it's a mysterious error or something that shows up in a map as a red square. Kills performance. If one were to open the map in the editor, the red squares would show themselves.
Without Primal, the modding page is as good as down. -Khan Muffy VonSnugglepants
Have you tried just clicking the button? I've leveled up champs with all the skills several times.
Don't think there is one. A mod can turn dynasties back on, but to my knowledge the .xml files define little of the parameters of dynasties and how they operate. Even when they are on, the diplomatic side of dynasties doesn't show up in the diplomacy window. If there was a way to mod marriages/dynasties back in and I knew it, I'd be all over that.
[quote who="highwayhoss" reply="745" id="3520982"] As for champions, one suggestion for a future expansion would be "Traitors and renegades"; these are champions of one ideology serving its opposite. For example Amarians or Mancers as imperials or Urxen, trogs and wraiths for Kingdoms. Princess Urxia from CB is a good example. [/quote] SHAMELESS PLUG: If only someone had made a faction-trait mod wher
Thanks to Primal Savage, the Republic mod is now X.D. compatible! I'm Wiki-bear!