Might I suggest a higher cost/value for horses and wargs? Considering the default output of metal is 1 per season (and is expandable to 2 or 3) and I think the default output of horses/wargs is only 0.2 per season (without any expansion possibility), it might make sense for horses/wargs to cost/be worth more. Maybe roughly 4 to 5 times more expensive than metal? What do you think?
StevenRLynchAbundanceThatIAM
Dancing Boots II seem to have the same stats as the original Dancing Boots, though I suppose it could be because the Dancing Boots are so rare. Anyway, is it intentional?
The Marsh wildlands are about the only wildlands that has a big boss that you are allowed to settle BEFORE killing the big boss. All you need to do is raid all the loot squares to clear this wildland.
Or of course they could use your mod and get special Kingdom bindings for all their shards. =) ;-)
Don't worry about, I didn't see the error either. Actually, I have made the same error, once or twice until I recognized it. =)
Good catch! =)
I don't see anything that likely wouldn't work. Other modders, do you have any ideas?
Well, since Primal Savage burst onto the scene, he has made many mods. I'm not surprised if one slips through occasionally. =)
It also increases the amount of accessories that a unit can be trained with. But that's fine, accessories are so expensive that if you want to max out accessories you'll be going through your (esp.) crystal reserves very quickly.
Yes. The slippers are custom sov only, the lollilop is random only, but very rare apparently.
If you are sure it didn't change it I would think it is a bug.
It only halves physical attack. If a creatures attack has a low or zero physical attack component then things aren't really affected.
That's an interesting idea. Although I don't know how you'd be able to get so many horses/wargs etc, even if all of the defeated sov's heroes' inventories were compressed into the defeated sov's inventory.
I remember a time when they never left their territory, so it may be that they solved the problem, but new code changes brought it back again.
As long as you've got one more square of forest, you can build it anywhere that starts with a forest. But you can only build it on any forest if your city was next to a forest initially.
[quote who="markgil" reply="125" id="3401649"]"Everyone has to make their own decisions." except of course the countless billions of farmed animals who have no choice or decison in their pain, suffering and brutal deaths. "Being entitled to your own opinion is totally fine. However, a personal choice stops being just that once it interferes with the life of another being. The "right" to do so is only make-believe, ignorant tradit
[quote who="markgil" reply="122" id="3401641"] not having a central nervous system, how is it possible for a plant to register pain? if you believe this kind of false logic, you would no sooner cut your lawn then you would chop up a live dog. http://our-compass.org/2013/08/20/4-reasons-why-the-plant-sentience-argument-doesnt-work/[/quote] You check it out. You will find many interesting things that have been discovered when things have been hooked up
SUGGESTION: _REDEFINE I think something that would be very useful, is the ability to redefine the abilities of any XML, while leaving anything not specifically redefined exactly the same. This would be hugely useful for modding, and choosing when you want to add abilities/stats but don't want to include the whole file, like when you want to edit DLC items without providing the item to those without the DLC. This would be done by adding _REDEFINE in capital letters to
SUGGESTION: _REDEFINE I think something that would be very useful, is the ability to redefine the abilities of any XML, while leaving anything not specifically redefined exactly the same. This would be hugely useful for modding, and choosing when you want to add abilities/stats but don't want to include the whole file, like when you want to edit DLC items without providing the item to those without the DLC. This would be done by adding _REDEFINE in capital letters to
They've hooked up plant material to a polygraph and it still has a reaction to being eaten. They also get upset when you try to burn them...
All game related XML data is stored in the savegame, so yes, you do have to begin a new game for changes to take effect.
They stopped boosting elemental damage with +Attack bonuses because elemental damage ignores armor. Elemental damage is still pretty powerful, even though you can only boost it with elemental trinkets. And for a neat combo to make your elemental staff-wielding units more versatile, combine ice staffs with the Heart of Fire city enchantment (a 3+ essence city is best for this). Your attacks will do both ice and fire damage, so even when attacking ice resistant or immune units
The Inelectable Vision (or whatever it's called) spell reveals the whole map. The AI is not meant to be able to cast it, but sometimes it does. It is a bit silly because on higher difficulty levels it has the AIFogOfWar cheat that allows it to see the whole map anyway.
AIIntelligence affects how much time the AI is allowed to think (thinking times). So it's using the same algorithms, it just takes longer to end your turn (I think).
I've found a bug - when you're selling 10 Crystals, it still requires 100 Crystals (it says that the cost of the Sell 10 Crystals spell is "100 Crystals" in the game). I think all the other selling spells work correctly, AFAIK.