[quote who="Sunray242" reply="116" id="3445802"] Quoting Dhuran, reply 110 An undead faction using the Dead race from DLC4? What traits do you make the faction with? I don't think it's possible that it's caused by my mod, but I'm going to try to reproduce it just to be sure. I use undead DLC4 (children of the storm undead is not supported for custom sovereign), gravetouched, undead, rusty plate and reanimation rituals. for the sov
Dhuran
[quote who="tmonberg" reply="117" id="3445922"] Dhuran, have you considered adding a few champions(lvl 3,5,7,9) that has the Gravelord path. It could be a nice addition to have the possibility of selecting such champions in the later game[/quote] No, I actually haven't considered that at all... But it's a fantastic idea! I could have some real fun making those.
[quote who="Arendeth" reply="113" id="3445771"] Ya my custom undead faction has the ability added so that they can be necromancers/gravelords too bad that the there is a 5 percent chance of doing a random action if i follow the lichpath of the gravelord is it possible you could replace that annoying debuff with another less game breaking one since there are some useful abilities in that tree even for an undead faction since the buff spells effect the whole faction .[/quote] Yeah
[quote who="Arendeth" reply="111" id="3445743"] Could you make it so that to get the trait to become a lich you can't be an undead already so that the ai so to get the trait as an undead faction or could you tweak it so that if the ai is already undead they become a more powerful undead?[/quote] That's (kind of) what I was going for already since sovereigns are technically already immortal. However, when I came up with that there was no undead faction. It's been awhi
An undead faction using the Dead race from DLC4? What traits do you make the faction with? I don't think it's possible that it's caused by my mod, but I'm going to try to reproduce it just to be sure.
When does this show up? I just started a quick game, and I didn't see anything in the first few turns. Did it have a name or anything? I'm not sure what would cause this, since I don't add or change any city improvements. Are you using any other mods?
New version is up. Let me know of any problems and/or feedback! ******************************************* V4.3 - New icon set for all abilities and path! (NC, RR) **Big thanks to webusver (from the FELH forums) for putting them together!** - Renamed Path from Necromancer to Gravelord (since Necromancer doesn't fit. . .) (NC) - Added more creatures to the spawn lists for Raise Necropolis to make it more threatening (NC) <br
While you're in there, could you guys check on UnitStat_TacticalManaRegen? I don't think it's used anywhere in the vanilla game and I can't get it to do anything at all. Is it just a red herring?
[quote who="Sunray242" reply="102" id="3445333"] Will there be a v.4.3 soon? I'm very eager to have the corrected spirit neophyte trait (it's part of my first skills that I choose...) Thanks! [/quote] I was originally planning on putting it out after the LH 1.6 update, since some of the changes they're making will let me add some spells that I haven't been able to before due to modding limitations. But there are so ma
[quote who="Sunray242" reply="99" id="3444530"] Thanks for your great mod. I just have a small suggestion. Instead of being able to design skeletons with the undying curse, would it not be more plausible to have the zombies have the undying curse (zombies are "freshly dead" from the battlefield) instead of old skeletons? Butchermen are realy nice because they really have the zombie feel : ) Thank
[quote quoting="post"] + Added the ability to have conditional stats that aren’t comparative (it doesn’t need to have a higher stat that the unit, it can just be set to be applied if the enemy has an attack higher than a fixed amount). (for modders) + Added the ability to have these conditional modifiers based on either the attacker or the targets unit stats. (ie: Master Archer is based on the unit having UnitStat_IsBow value that all bows give,
[quote who="Sunray242" reply="97" id="3444239"] Bug found: Necromancer class: spirit neophyte skill (doesn't give the 2 mana tactical regeneration. I don't know if the other 5% ability works). Webusver confirmed that it wasn't his doing. (I play with all compatible patchwork mods). Thanks! [/quote] Thanks for bringing this to my attention. I thought I had this working... but
Just off the top of my head. -Explicit control statements that can be defined per "Gamemodifier". Like being able to control each modifier with its own IF statement. -We have MeleeDefenseAppliesSpell. Can we have RangedDefenseAppliesSpell, MagicDefenseAppliesSpell, AnyDefenseAppliesSpell, etc? -Flag to allow summon to survive even if casting unit dies.
You can also trigger a quest to occur when you have a certain amount of a resource. This is a flexible method since you can make a custom resource and make pretty much anything that gives it to you (a quest, item, level trait). The syntax is as follows: [code="xml"] FactionResourceLevel YourCustomResourceHere</TriggerStringDat
[quote who="Frogboy" reply="119" id="3441174"] The system is going to be different than any discussed so far. Let me put it this way, EARLY in the game you won't have any tactical battles at all. So the first 20 or so minutes of the game, battles take place on the strategic map.[/quote] It sounds like you guys are thinking out of the box to make something different which I REALLY appreciate. I hope that you are able to maintain the feeling of intimate connection with th
[quote who="Frogboy" reply="118" id="3441173"] One of my pet peeves of the fantasy 4X games that exist today (including Fallen Enchantress) is that for magic to be fun, it should be a game debalancer.[/quote] I disagree with this. Unbalanced magic can certainly be fun, but it's not required for magic to be fun. Subtle magic can also have a huge impact, especially on atmosphere. However, in order for subtle magic to work you need to have more granularity in game systems. I do
[quote who="Heavenfall" reply="20" id="3437324"] Seeing unit designs and tech trees go is a bit of a let-down. I really hope you guys can bring an extra level to the magic in the game. It's not really about having more spells available but rather how cool the things they do are. I'm sincerely hoping for some cool terrain effects both in strategic and tactical maps. To this day I say that the coolest thing about any of the Elemental games so far is conjuring a volcano
[quote who="webusver" reply="94" id="3436336"] Great mod! I really enjoy it! I enjoy it even more because it is compatible with my Patchwork mod and even together with Demons and Wizards mod it still seems have no problems. The only minor thing is that the leader could be a little bit stronger for Patchwork mod's conditions, but if a player makes a new one, it would be enough. Also, do you plan to change main picture for the Path of the Necromancer? Now it'
If it adds items, you can probably find the new item descriptions in the hiergamenon (question mark on the upper right hand side of the screen in game). If they flagged the new stuff right it should show up in there.
Update 4.2 is here. This is the zombie update! Yeah. . . I caved and added zombies, but they aren't butchermen. I think the way that I implemented will retain balance. This means a new version of Reanimation Rituals and Necromantic Compendium (and obviously Necromancy Revamped). Zombies in Reanimation Rituals: You can train them at the same time you can train Skeletons. They are slightly slower than skeletons and slightly tougher (more HP), other than that they are
[quote who="Sunray242" reply="90" id="3433256"] No zombies (like the butcher) in this mod? : )[/quote] I'm assuming by butcher you mean butchermen? If so I didn't add butchermen to the trainable undead for two reasons: 1. Butchermen were created in a specific event, and I was trying to keep the mod as lore friendly as possible. 2. Adding more units could throw off the balance of the mod and make it an overpowered ability The
Unfortunately there's no indication in the game when more than the default 5 choices are present. I've added a note in the mod description (I had completely taken it for granted before, sorry). Thanks for the aid StevenAus!
Happy new year everybody! V4.1 (All changes to Necromantic Compendium) - Reduced tactical mana reduction from 25% to 15% in Necromancer path trait - Added reanimation bonus of +1 to Necromancer path trait - Added Reanimation Technique trait - Added Baleful Reflex Spell - Added Baleful Reflex trait - Updated trait icons for more variety - Added Soul Ripper trait - Added Sever Spirit spell (spell version of special ability)<br
Very welcome! Nothing beats some Christmas necromancy!