[quote who="GFireflyE" reply="53" id="3379744"] Good Morning Playing with your Necro mod again. Sent you a PM on the Spectre a short while back. Here are some other notes about the mod for your consideration: Just noticed that you have Wall of Bone and Horde of Skeletons both under the same trait Greater Necro. Not sure if this is a good idea or not, but would it be worth spreading these summons out a little more? Perhaps move Horde of Skelet
Dhuran
Update to Version 2.1. Just in time for the weekend! Lots of balance fixes. Gave Explosive Deanimation some love. And fixed a mana bug! Changelog is below, and mirrored on the second post with the rest of them. Enjoy! Version 2.1 - Fixed bug causing Raise Skeletal Horde to cost 2X mana to cast it (NC) - Added friendly fire to the radius of Explosive Deanimation (NC) - Changed Explosive Deanima
[quote who="GFireflyE" reply="49" id="3375375"] 1. Is the Spectre supposed to be a constructed unit from your cities? 2. You are correct about my sovereign using the Warlock ability. So 60 mana is the actual cost (which is more reasonable considering the 9 skeletons you get). 3. Imo, friendlyfire should be on for this spell. As a summoner, this was just too abusive. Skeletal Horde for 9 skeletons with 20hp each. Each skeleton runs up to the enemy and just slau
[quote who="jutetrea" reply="47" id="3375314"] Looking forward to trying out the change. Still have never got to black quire tech for lichs Curious to see what mantle of death does Flavor wise, if you get around to it, might be nice to add some non OP undead/necromatic items to custom sov creation. [/quote] Hey, that's not a bad idea!
[quote who="GFireflyE" reply="45" id="3375244"] Good Morning Playing with your mod and have a couple of inquiries: 1) You mention that the Spectre unit is available with Sorcery tech. I see it in the tech tree as an icon. I do not see it for construction anywhere. I can't cast it with my sovereign. Are there any other prereqs that I am unaware of? 2) The first time I cast Skeletal Horde in tactical combat. I have 107 mana. The spell costs
Super mega update! Change log on second post... This includes my solution to the overpowered banshees. As always let me know if you have feedback!
The Fear_Ability autocast is essentially the same effect that gets added from Daze. Here is the XML for the game effect: [code="xml"] TacticalUnit ChanceToLoseNextTurn Afraid 3 E_Afraid_Particle<
[quote who="BernieTime" reply="42" id="3371535"] Just like everyone else, really enjoying your mod. Banshee's are really OP. I was wondering if it would take much to alter the Damage Immunity to a Damage Reduction (say 75%) with a chance of complete immunity.[/quote] Glad you like it! I've addressed the Banshee for the next update based on feedback up until now. It's taking longer than usual because I'm adding (and changing) a lot in th
Pretty straightforward typo I ran across due to my... unique... interests. In the XML for the Banshee: [code="xml"] Frount_Cloth_03_Bind_Jnt A_Banshee_Particle 0,0,0 0,0,0 <EffectScale&g
I recently discovered that the Master Necromancy trait shows up in the skill tree even if the faction doesn't have Necromantic Compendium... So... I guess that means you can't use Player abilities as prereqs for Abilities... It works for spells though; but all that means is that there are two traits that don't do anything if the faction doesn't have the NC ability... That's not good for the player, and its even worse for the AI. I tried fixing it usi
[quote who="brenan22" reply="39" id="3369821"] I did do that. and I made sure to turn on the option. what I was doing wrong was that I had moved it to the wrong documents and not realized until I double checked it. Makes me feel intelligent. Thanks for the help.[/quote] Haha! Don't feel bad... At least you didn't accidentally delete your master boot record (like I've done before).
[quote who="brenan22" reply="37" id="3369765"] Hello I think this mod looks interesting but can't seem to get it to run on steam. Could someone help please. also sorry if this is the wrong place.[/quote] The readme.txt included has detailed installation instructions. Remember to check "Use Mods" in the in game options.
True, it would be overkill to add a new damage type for just one weapon. But it does seem like an oversight to ignore Death/Life shard as having a magical damage type. Plus it opens up new spell, ability and item possibilities. Namely, it probably wouldn't just be for one weapon, it could be used to add a whole bunch of new stuff. Also, it might have the added bonus of making it easier to balance things that they have struggled with balancing in the past (like shadow bolt).
[quote who="jutetrea" reply="35" id="3369179"] Quick update: Still loving the mod. IMO - Banshee armies are OP unfortunately. I manually updated to 4 moves and 9 ice attack after the initial discussion and have a game going. Anyway - elemental resistance + physical resistance makes for an immortal unit. Almost. Vast majority of combats can just be auto-resolved, assuming you don't have a squishy in the last
[quote who="Victor5" reply="28" id="3368378"] Any idea how compatible this is with the Heroic Pursuits Mod? I'm using both currently and things "seem" great, but it's probably safe to assume some traits are being replaced between the two mods. But I won't ask you to comb through everything if you have no intention of making this compatible with other mods. Either way, I'm really enjoying the new traits/abilities you've added (from those I'v
[quote who="GFireflyE" reply="32" id="3368972"] Just looking now.... 1.8.5 appears to be a recent update...is there a changelog?[/quote] Change logs are in post #2 in this thread. I just edit it with updates. The log(s) are also on the Nexus site.
[quote who="GFireflyE" reply="30" id="3368860"] Good Morning I'm playing with your Necro mod right now and I've got to say, it's quite the mod! Really enjoying it. Came across this little thing and was wondering if something was unintensionally missed: There are 3 spells: Raise Skeleton, Wall of Bone, and Raise Skeletal Horde. - Why does Raise Skeleton not have a mana cost associated with the spell's casting? Wall of Bone
[quote who="Victor5" reply="28" id="3368378"] Any idea how compatible this is with the Heroic Pursuits Mod? I'm using both currently and things "seem" great, but it's probably safe to assume some traits are being replaced between the two mods. But I won't ask you to comb through everything if you have no intention of making this compatible with other mods. Either way, I'm really enjoying the new traits/abilities you've added (from those I'v
[quote who="jutetrea" reply="25" id="3367870"] What do you think you're ETA is for next release? Regarding banshee stats - is it a matter of adding level 1 values? such as: Code: xml Resource Mana &
[quote who="SerrisHawk" reply="23" id="3367730"] Extremely eager to try this. I love liches, they're my favorite fantasy monsters, and the primary villain of my very first story driven game was a lich. I would like nothing more than to be able to lead an army of the Undead, led by Lich generals and champions. That is why I would very much like to request that trainable Liches be capable of leveling up with classes and skills, like Minions or Sions, please! <br
[quote who="Heavenfall" reply="21" id="3367353"] Just need a final step for compatability with CoS, if you want to add it. For your sovereign Neikvaed, add these 1 1 1 &n
[quote who="Auggie12" reply="19" id="3367224"] Great Mod...is this compatible with the Children of Storm mod?[/quote] I haven't tested compatibility with any other mods (I just don't have the time). This doesn't change any core/install files, so I don't think there would be any conflicts since I've been careful with my naming schemes. The only possible conflict is between Necromantic Compendium and any mods that modify the necromancy region of
[quote who="jutetrea" reply="17" id="3366876"] Good points. Hmm. Death Knight Undead specific blood type assumed in the stats? Played another hour this morning, made myself late for work 2 movement is brutal. At least on the skeletons I can get them mounted combat. I think Banshees should have 3 movement due to 'flying'. FYI banshee vs banshee - NPC banshee wins
[quote who="jutetrea" reply="15" id="3366762"] Its def fun. I was going to attempt just to use the undead units exclusively when my initial 2 units died - but we'll see. IMO that could be handled by one more mid tier unit, probably around sorcery, for a heavier unit. Maybe just a larger skeleton with larger 'bones' - i.e more stats (hp, passive defense, etc) and maybe +1 move. I didn't notice, what blood type do the units use - any?&nbs
[quote who="parrottmath" reply="13" id="3366696"] When I suggested using deathward, I wasn't talking about hooking it up with the summons... only on the unit that is casting the summons. Not sure if it would work, but I did succeed in getting my sovereign to DIE and summon a bear in his place. AKA druid shape shift. Problem is the XP at the end of battle... well there was none for the sovereign. Not a very fun hero trait, but there you go. Since these are city defende