Building a Logging Camp turns it into a City tile, rather than Forest. If you don't have a spare Forest tile, it's not a good idea to remove the Logging Camp from the queue. You can put other buildings before it, but don't cancel the Logging Camp in future if you have any other choice.
StevenRLynchAbundanceThatIAM
I didn't answer that question of yours because I was not sure of the answer.
All XML-related game data is saved in the savegame, so yes, you do need to start a new game to see any gameplay changes from edited XMLs (doesn't matter if it's the core or the mod folder).
I think he wants to place custom defenders for each town type (using your mod stuff as a basis) as he mentioned in another thread. So town, fortress, conclave would have the custom troops but not the original default ones, so they would be customised without making the town incredibly difficult to capture.
Deleted post.
No worries Dhuran! =)
No worries. There is no indicator that there are more Paths - you have to click mouse wheel down to discover any added Paths. I would suggest to the devs that there be some sort of indicator or scroll bar if there are more Paths available, and for there to be a way to scroll up and down if you don't have a mouse with a wheel.
Accessing any other Paths other than the five default paths requires you to press down on the mouse wheel. I'm not sure if there is any keyboard equivalent, but I don't know of one.
Well, let's be positive. They were so sure there was going to be a nuclear Armageddon or some such. If you can survive the threat of nuclear Armageddon, you can survive a few more years! There are a lot of positive things happening at the moment, you just don't see them on the mainstream TV channels. Anyway, I hope everyone has their best year yet. =)
It may have been a while back, I'm not sure if I had this issue when I last played this mod.
Are regular catapult (ie. Catapults as opposed to Lesser or Greater Catapults) meant to have a melee attack? I tried your mod a while back and regular Catapults were attacking in melee, I'm not sure if this bug is still there or if even regular Catapults are still in the game when your mod is running.
There is a mod called Monuments XP ( link ) that gives increasing amount of XP to heroes and units for having the Monument (1 per city) which upgrades to Guardian Statue (1 per city) which upgrades to Guardian Idol (1 per faction). This simple change makes a huge difference to levelling administrators, and it means your units and heroes are actually doing something when sitting in a city!
So I guess this mentions future Elemental games/books then?
Happy 2014, and may it be our best in all ways (for individuals, societies and the whole world)! =)
Have a great holidays too! Love to all!
Thanks, you too!
Love to all!
All the best for the holiday season! And the most important thing about this time of year is love and caring. Presents mean nothing without that, and even the smallest present can be meaningful if the love and caring is there in abundance. =)
However, it may be that if you purchase the game from Stardock and then register it on Steam, Stardock gets more money then if you bought it from Steam directly. Same (possibly anyway) with the DLCs. Even though you need to register on Steam anyway, if you want Stardock to get more from the sale you may want to buy from Stardock rather than the Steam Store.
Casting time is the number of actions after the current action that are used to cast the spell. 0 Casting Time spells are instant (1 Round only). 1 Casting Time spells use the casting action and one more. 2 Casting Time spells use the casting action and two more. If it is the case that Blizzard still required three actions, then it would be a bug. 1 Casting Time uses two actions. Is this what is happening? Blizzard would normally use up Three Actions,
I think Brad should definitely read the previous post. Excellent points! Do what you love, and love what you do! =)
Do you have 64-bit Windows and a fair amount of RAM?
It is up to you.
I think it's caused by the wildland fix that Stardock put in, that attempted to make all stacks with the cloudy bubble (ie. stationary lair-guarding monsters) not move. Problem is if a roaming monster gets added to a stationary stack, the whole stack becomes mobile. If you made it so that if there are any stationary monsters in a stack the whole stack can't move PLUS convert stationary monsters to mobile monsters when they are tamed, you would have the perfect fix, both
Thanks Brad for all you do, and continue to do. You have a lot of good initiatives on the go at the present time! =)