I give me myself one reload for example, if I let the AI attack a weakly defended city. But I still prefer to play the game only reloading if I have a crash and the most recently saved game is not current. I figure that if it crashes, I can do what I like when I reload the game because I didn't choose it to crash at that time. Human nature is misunderstood. It has the potential for great good or bad. It's good if you can avoid your ego getting involved
StevenRLynchAbundanceThatIAM
Most changes resulting from change in ownership/other details happen on the next turn, from shards to growth. You need to manually avoid running over the resources until they change to your side.
That would mean that you would have to have to have ten different techs, the last being repeatable. AFAIK there is no way to apply a bonus infinite times which also scales down when you research more of it.
The game would have to provide a check like is available for Quest/Event Dialog options that require enough Gildar/other resource etc. for this to work. I hope if they do implement the suggestion in the OP of this thread that you can set a requirement so that when taking it away the number resulting is no less than zero. Although it might be already possible to do this, not sure.
I guess Morrigan's Call would also update if you lost death shards, too.
You do know that Henchmen can learn full spell schools from Tomes too (unless they have the Adept line of the same kind of magic, although it might still be possible, I haven't tested that one)? They are considered by the game as champions in every respect, except you train them rather than get them from Fame Milestones or Quests.
As parrotmath has reported, there are some big river-type errors that his river correction program can't fix, and the map may need a redesign to fix them.
What are the differences? They are traits are they not? You can give unit traits with usable items, so I was just going to use similar code to add the new L1 traits. Let me know if there is a different setup.
I take it this only means games played when modding is off or is not using custom Mods or core folder files? I do play modded bigger than normal maps though, so I suppose you don't want that. I do find that the most likely time to crash is new turn time when one of your cities is just finishing a production and/or a message dialog comes up, especially when you have had the same gaming session open for a long time. Are you considering any of the recent feature requests,
I think the devs have made each of the healing potions one use per battle only - I don't think there are any healing potions or other health restoration items left that a hero can use more than one of that type per battle.
Yeah, I think if any of the custom resource site files are in the mods directory it stuffs up resource generation for the map, even if it is already in the proper place in the core files. So you might want to change directions so that you "move" that particular file, or "copy" that particular file to the core files directory and then delete it from the Mods directory. Do you know when you'll be updating the mod for the Undead DLC? I very much appreciate all the work yo
Thanks Derek, I love the game and I love your involvement in it. Since the WOM days it has been polished and tweaked into an excellent game, bordering on classic or masterpiece. It's wonderful that you've been able to live your dream too! [e digicons]|-)[/e] [e digicons]:star:[/e] [e digicons]:sun:[/e]
I only used Salted Pork because it was a starting item at shops and it was easy to test. What I would like is stated at the start of the OP, and includes things like expendable Tomes or other one-use bonus items. I suppose it would be even nicer if we could control the number of a particular item that can be bought by any player (or sold from a particular player shop), but I thought it was more realistic to allow prereq tags to also restrict use of one-use items, like they already
No, it doesn't appear to work, at least with Allegiance or Unitstats. I overwrote the Salted Pork item to have a Kingdom allegiance, tested it, then instead to require Unitstat Armor Proficiency of 1 (Chain Armor Proficiency), and tested it. Both times I used the same Empire Sov with no armor proficiency. It still worked, it wasn't blocked, both times. [code="xml"] <br
I'll test it now.
Can you have prereqs for using a usable item?
Maybe it's because of the solar eclipse. ;-) Making everybody (at least most people) nice. Stranger things have happened. ;-)
Oh, okay, so you can use unitstats in that way. Well, that's handy to know, thanks a lot for that. =)
Will you also be pushing the fix for Morrigan's Call, since that was checked in for the next patch?
I'm thinking that it's too big to have each research of the repeatable techs worth 10%. I was thinking of replacing the infinite techs with one +10% tech and then a repeatable +1% or +1.5% repeatable tech. So after forty researches of the same tech (which the AI can do on high difficulty levels) you would have +50% or +70%. I think the repeatable techs should only be there to provide a reasonable but minor boost to whatever they are boosting, rather than a massive bo
Actually, you might find that in some sections of the regular population too if you talked to them about tech subjects. Remember, the internet comes from the regular population too, so it makes sense that some people would be knowledgeable and some not so much.
The original poster can always move the thread. Just edit the OP, click Category, and then choose the forum/sub-forum where you want to put it. It's really quite easy. =)
EDIT: Since I know know that you can do all sorts of things with skills and equippable items, I now restrict the request to preventing units using certain items if they (or their player, as relevent for allegiance, tech, global resource value or player skills) don't have the correct allegiance, tech, global resource value (does not need to be taken away, although this could be an option which could be on/off for each resource to take away once it has been determined they have enough that
So was the clay pits and the new resources not showing up a problem experienced by just one player? Or was it more widespread? I'd love to give this mod a try, but I just need to make sure that the resources will work.
I don't think so. iOS is a proprietary operating system in competition with the relatively open Android operating system setup - besides Linux is more adaptable with Windows users than Apple is adaptable with Android (read: Google Android OS phone/tablet) users.