PrimalSavage, what if you use a Race with a non-standard Allegiance? Would I just need to edit your Tech Tree files? For example, I am running a Wraith Kingdom player.
StevenRLynchAbundanceThatIAM
Agreed.
PrimalSavage says I need to move Mods\Data\NecromancyRevamped to Mods\NecromancyRevamped to be compatible with X D, so I think that's it. I don't think I had a previous version in my Mods, but I'll check for my next game and delete if necessary.
I think the counter counts up (and never goes down), and some things you do can get you good stuff (reward) plus bad stuff (increased counter).
Actually, Gravelord is not showing up in the Paths choices. That's strange, as I installed the base files, the Dead World compatibility files, and the X D NR compatibility files. But before I did have Gravelord show up, and it still had the empty tactical spells as well. So I'm not sure if that's the reason.
No, I have the latest compat files, and am running the latest version of X D. It doesn't really seem to affect gameplay, so it can be lived with if necessary.
Well, it would be hard to isolate as I am running a LOT of mods. But they are definitely Necromancy Revamped spells. I'm not sure whether they do anything if you do try to cast them. I could maybe give you a screenshot next time I play.
Do you know when you will be releasing an updated version of your mod? I'm not sure, but I'm playing with a whole lot of other mods and I don't think it's fully compatible as I get a whole lot of blank spells in every hero's tactical spells, even when I'm using the Dead World compatibility files and the XtraDeconstruct NR compatibility files.
PrimalSavage, how is Devitalized meant to work? Is it meant to grant an injury at the start of about every five battles, or an extra injury if you die in battle? So far in all my games I have never got an extra injury with Devitalized (all in all about ten battles). Just wondering how it's meant to work.
For example, I had two metal mines, and built a new City next to them, and they were removed from the first City's queue but were not put in the second City's queue. So there is no way to cancel them, and they are not being built either.
Is the ranger stuff having the paladin's stuff specific to 1.7f release? Also, PrimalSavage, how are the monsters more challenging? What, for example, would be the difference between Challenging World Difficulty before and now?
Stardock, could you answer please? I am considering buying the founder's edition if it is still available.
Here is a block for the Spell of Making to use if the AI is still casting the spell. It sets the requirements for Air, Earth, Fire and Water Shards to 100 each - which will not be achieved on ANY game. Download the "NoSpellofMaking-ExtractZDirectoryToLHModsDirectory.zip" and Extract to the Mods directory. Note you will need to delete the "NoSpellofMaking.xml" file from your Mods\Z directory if you want to play a game with the Spell of Making enabled. <a href="http://
How do you set the shard power requirements for a spell? I tried , but that doesn't get the shards to show up as in your example above. And wouldn't having them as a cost take them away, or only for one turn?
[quote who="Vithar133" reply="462" id="3488569"] I've never seen it happen (but I play against lower difficulty AIs). Do you use the leader pack DLC? Maybe it's a problem with that? (I've stopped using that in lieu of CoS, so yeah, can't actively test that one). [/quote] No, I haven't bought the leader pack DLC. I never found the AI players to build the Forge of the Overlord when Spell of Making is disabled AND playing
[quote who="Primal_Savage" reply="452" id="3488349"] Quoting StevenAus, reply 451 One thing I could do to prevent the Spell of Making is make the Forge of the Overlord or the Spell of Making require 100 of each shard, which would never be attained, even in a Dense magic map of the largest size. <br
[quote who="Primal_Savage" reply="455" id="3488391"]Probably a good idea to verify the integrity of your game cache at this point, although that will remove the new .dxpack and other changes you may have done to the Core files. Just re-add the .dxpack after and rename some files as required by χD. [/quote] Well I verified the game cache and only 8 files needed to be reacquired, and there were 8 files in your .dxpack collection, so I don't think there was any corrupti
All that said I don't really mind either way, but it is kinda neat that a mage employed some guys to get the heavy light plate on, now he just has to make sure he doesn't take it off. =)
Yes, I saw those new settings, and except for Difficulty, I'm using the highest setting in each one. =) I'm playing on Difficulty 2.5 with 4 opponents because the map is bigger than standard (you said Setting 5 or 6 would be a real challenge, however I like to build up my heroes with heaps of quests and monsters, and collect all my Quest and Event heroes, plus the Unlikely Heroes modmod I made, with No Experience Split and eventually go against the fully built up opponents, but
Maybe the Protection from Death has been fixed, I last observed the non-effect a week or two ago. Thanks for answering all my questions! One thing I could do to prevent the Spell of Making is make the Forge of the Overlord or the Spell of Making require 100 of each shard, which would never be attained, even in a Dense magic map of the largest size. =)
A few changes have been made to my mod files - I have updated Champion Bonanza to 1.3 (see here ) and XtraDeconstruct to 1.7e (see here ). After you have followed the instructions (Reply #31 in the link in the Original Post of this thread), please delete the following directories (all of these directories are in the LH Mods directory): Main fi
Can I ask what Resistance - Earth does? AFAIK there is no Earth damage in LH, so did you make one up, or did you assume there was when there wasn't? Also, if it doesn't exist, you'll need to change the Defender skills and the Conductor - Earth, and Conductor - Air, as well as any other place where they happen. Btw: why doesn't Enzo's Knife from the Loot Pack show the -1 Defense every hit? I know that it's working, because I am using the Maul d
All the best with this!
I don't mind - it's kinda fun to see the rules broken every now and then - I just make sure I don't unequip the light plate and I have a mage that is a bit slower but more resilient to damage. =)
I have it turned off when I set up the game, but somehow the AIs are still casting it. Even when I put this file in my Mods\Z directory which should have set AI Priority of Spell of Making to 0: https://www.dropbox.com/s/dlqng0b19a73d4u/DisableSpellofMaking.xml It was still able to start casting it. Question to those in the know: do Spell of Making and the Forge of the Overlord requi