Can I ask two specific things for version 2.0: 1. A proper disabling for Spell of Making that works in all cases (I'm pretty sure it isn't in already). 2. When an AI sov starts casting the Spell of Making, automatically "contact" is made with that civilization if it isn't already, and a small square is revealed (as would be in a quest) for where that Sovereign is casting the spell. Every time an AI sov starts casting the spell. Thank you.
StevenRLynchAbundanceThatIAM
Well, I know for certain that I turned off Spell of Making for the second game, so if was still on, then there is a bug somewhere.
I know it's a modded game but I don't know of any mods which enable the last building or the spell. For the modders, are there? You can check out my Mods folder content on my website at " legendaryheroesmods.stevenaus.fastmail.com.au " - the instructions are in Reply #31 at: https://forums.elementalgame.com/456046/
Maybe it is already included in the DLC05 compatibility files?
A completely new Mods2.arc file which is split up into 5 chunks has now been uploaded to my website, for instructions see Reply #31 after you click on the OP link. In this collection I have corrected a logic bug in the Ninja Path which removed all tactical spell costs when you chose Ninja instead of 25% as intended by the Ninja Path author, also I have updated XtraDeconstruct to 1.7d and also updated a NoXPSplit file so that all Event heroes including Bacco, Wilbur and Kodrin will alw
You only implemented the extra initiative for weapons for certain classes in the 1.7 versions of XtraDeconstruct, is that right?
What is the difference between the new Path feature in LH 1.7 and setting a particular unitstat to 1 and requiring that unitstat to equip an item? Could the class items 1.7 feature have been used using unitstats before 1.7, or does it provide new functionality?
It is a little misleading to have to go all the way to the end, and even play the audio effect for winning, just to have nothing happen. It would be much better if it could be cancelled after the battle is won against the sov casting it, or at least at the start of the next turn. I'm pretty sure your own timer is cancelled if you get defeated before the 10 turns is up, so if the AI sov is cancelled it should do the same thing. Btw: has anyone had the Spell of Making oc
Paladin weapons don't seem to require Paladins, and then there's that issue the someone reported to Stardock that a lot of the correct class were unable to use that class' items. Note, I know you're not responsible for all that, just wondering if you could fix anything.
Well, I hope they fix the human/AI difference in the processing of subsequent attacks on cities ( https://forums.elementalgame.com/454988 ), preferably by making them all regenerate defenders. Having none would give too much advantage to humans, having the AI being the only type of player that can regenerate defenders is not an advantage I think should be given to an AI, the best system I think would be to regenerate ALL defenders each
Sounds like a good idea.
Whatever feels best for you, in your heart of hearts, may you achieve joyously! I believe we have infinity, so take the time that's best for you. =) All the best!
All the best to be the best you can be! With the will, practically anything is possible. =)
Well the problem is that it doesn't happen for everyone. I don't get that problem any more. Maybe you could submit some files to Stardock to help them pinpoint the problem. It could also be to do with the amount of memory you have free. As I said, I don't have this problem on my end.
I attacked a city, cleared most of the militia, and lost. Then I attacked again with another hero and all the militia are back. I would like it if: either 1. BOTH human and AI get militia regenerated ALL the time, or 2. BOTH human and AI get militia regenerated NONE of the time. Personally I prefer 1. as 2. allows the human to sacrifice a useless unit in order to make their proper attack easy. This rule that is different for AI than human is a copout and I don't
I am not having a problem with the game crashing randomly, however it still builds up memory usage on bigger maps with more opponents. I find a memory defragmenter is very useful when used with this game. I use System Mechanic's one but that costs, I'm sure there is a free one that does the job. What I do when the game starts getting a bit slow is save the game (which can take a while) and then quit and use the memory defragmenter. However, you are talking ab
Hi davrovana, is it possible if you and/or Primal Savage could make the Sorcerer compatible with the Paths part of XtraDeconstruct? For example, the Mage and Gravelord are counted as Wizards, which means they get an initiative bonus for wizard ranged staffs, and can use Mage-only equipment. Do you think that your Sorcerer would count as a Wizard for these two purposes? I think so, but it's your decision. =)
Added an update to NoXPSplitXtraDeconstructCompatible so that Bacco the Beggar now shows up with NoExperienceSplit and the "Potential" unit skill, as I think Potential is quite appropriate given the event Bacco appears in. This is how he has appeared for a while in my mod, it's just that XtraDeconstruct changes had overshadowed it. Now they don't. =) Have fun!
PrimalSavage, you seem to have used a "Champion_Bacco_XD" InternalName for Bacco the Beggar in your latest version of XtraDeconstruct, but there doesn't appear to be a hero with that InternalName in your XtraDeconstruct pack. For some reasons it still gives you a basic version of Bacco despite there not being a Bacco of that InternalName, I don't know how it does that. But even if you do make one, I am overriding it in my NoXPSplit mod so that he can have No Experience Spl
There is a fix for that in XtraDeconstruct in my mod collection, but I haven't verified those fixes because I haven't come across a Wildland in my latest games.
Updated to use Sorceror Mod and latest version of NoXPSplitXtraDeconstructCompatible. See OP for link.
Yes, it is really simple. Anyway I'll keep the files up in case anyone wants to use them.
See Reply #31 at: https://forums.elementalgame.com/456046
I'm interested, have people made use of these mods collections? This thread has been near the top of Recent Posts, so hopefully a few at least have. =) It's a good way to get a lot of mods that should work together, without having to download them individually all by yourself.
Updated to "ModsPt2c.zip" and updated multi-mod installation instructions. EDIT 1: Updated to ModsPt2d.zip, now includes updated XtraDeconstruct (version 1.7c), Ninja Mod And NoXPSplit Unlikely Heroes modmod, note that you need to download the files for the DLC that you have installed (I had installed the files for DLC02-04, as I have every DLC except leader pack, however this may have caused problems if you don't have them or have disabled them, or if you have leaders pack withou