Maybe there could be an upgrade to each Vault that costs a lot of gildar and crystal that doubles the production of the Arcanium of that type?
StevenRLynchAbundanceThatIAM
Good point. So have you worked out how to view the amount of an accumulating local resource?
In reply to your #465, if you wanted to you could give a huge amount of a non-accumulating Arcanium resource, and use the other costs to determine how much of the new stuff you could build. I'm not sure if the game is set up to be able to show how much of an accumulating local resource you have in that city.
What is the most important resource when training a unit with new trinkets? I know crystal, metal and gildar are important, but is it worth also increasing production cost significantly for powerful items?
I'm not sure. But when training a unit it should tell you if you don't have enough.
No, when mentioning examples of accumulating and non-accumulating resources, they were just examples. I was not meaning for Beer to be used just yet, just (for the moment) crystal, metal and production (and gildar is a choice too). Although a large production can be circumvented using Life's unit production completion spell (whatever its name is =)). I like the Arcanium short resource names you've come up with. Yes I can have a go at the production/resource
A Dark Wizard tried to cast its summon spell but nothing happened. The battle did not crash, just that nothing was summoned. I know that AI units have only started summoning in this patch, so maybe it's not correctly doing it yet. But this was an existing summon, not one of the new ones that was added in this patch.
LH often takes a while to close down completely, especially if you have been playing a long session. Leave it for a while, and then shut Steam down. Also check in Task Manager or equivalent to make sure that the program has been closed (if you have waited 10 minutes and it still gives the error).
Actually, defending armies always start in defending mode. Attackers never start in defending mode.
Yeah I know there was a Tome of Light, and that a Tome of Dark can be created. I think it would be best if they require the correct allegiance as well as the Spellbooks tech and Decalon race skill, though, if it is possible for a certain Allegiance tag to be required for an item to unlock. I think Decalon should cost 2 points. Remember, as well as Spellbooks it also gives Arcane Monoliths.
Actually, you might only be able to limit unit design items to Vaults of the same number and City Type. SECTION 1 However, to do this I think you would need to have 9 different custom resources (Local to the city they are in): - the requirement to have a certain level would mean you would need to have the Vault 1 Items require a resource produced by Level 2/3/4/5 City Hubs of each City Type (one Resource for Town Vault 1s, one Resource for Fortress Vau
So Vault 1 would require City Hub 2/3/4/5 of a particular city type, Vault 2 would require City Hub 3/4/5 of a particular city type, and Vault 3 would require City Hub 4/5 of a particular city type? As well as the Tech pre-reqs of course. With the local resources, unless you wanted to refill the resource each time the hub changed/didn't mind how many of the items are produced on units, it would probably be better to tie the resource to the level-up improvements of a certain
Although that does make the Decalon a lot less useful, in fact, unnecessary. =) Is it possible to make a Tome of Light available to Kingdom factions with Decalon race skill (and Spellbooks tech) and a Tome of Dark available to Empire factions with Decalon race skill (and Spellbooks tech)? Does the Allegiance tag work for whether a particular item is available in shops, etc.?
Well yes, if they did change it, it would have been in 1.4. With regards to the CityHubs, does that mean you can require a certain cityhub (or even better, level-up building as you still want to allow above level 2 to build Vault 1, above level 3 to build Vault 2, and above level 4 to build Vault 3) for the vault spells and maybe only being able to build at certain places? If you can't use the improvements themselves for restricting training to one city, is it possible you
Did they increase the population needed for level 2 up to 60?
Alright. Nice mods though (by both of you =)).
I think the AI cities get a bonus on top of the default yield, in return for not being able to reroll for better positions. Of course this means sometimes they get better results than a human starts with. Of course, you can just take over their cities. ;-)
BIG SELF-PLUG ALERT!!! =) ;-)
There are some summoner units in one of the mods I use that can summon elementals, so it is definitely possible for regular non-henchman units to cast spells, even ones that cost mana (like the elemental summoners).
Oh, and I use XtraAccessories and XtraMonsterLevels & Movement too. =)
Elemental War of Magic was bad, Elemental Fallen Enchantress was good, Fallen Enchantress Legendary Heroes is great, and getting close to classic or legendary. ;-) =)
I think it can be cast multiple times on the one city. Check your unrest - you need to cast Dispel Enchantment one time on that city for every Antipathy curse there is on that city.
He has made special mods for people before, he definitely wasn't "fishing for karma". He is just a happy modder wanting to make the game fun for people, even though he is a Primal Savage. ;-)
I really like your mods, Primal Savage! I use Xtra-Savage settings for my AIs (latest 1.4 CoS game I used Challenging for World Difficulty) - which are very competitive but don't get absolutely overwhelming bonuses like in Insane. You need to play very well, but their bonuses are not so Ridiculous that they are Insane. ;-) I like the Beer mod, and the TaxRates mod, and I really love how you've set up the shops in this mod so they have random items! =) Did you
The table's values look good. So it was good that I mentioned the horse/warg costs, so you could update the buy costs for everything too. =) Have you updated the mod with these values?