You sure you don't have your resources turned down on accident? The only time I ever experienced the problem you describe I realized that I had everything set to the minimum setting.
rlane48
+ AI trait weighting reduced from 1000 to 100 for researching techs purposes What does this mean exactly?
The Wardog Breeder world resource in dev... [e digicons]:grin:[/e]
Well, then there's really no issue -- if you modify your ElementalDefs as above, then you can upgrade and it doesn't affect level.
Because any time you add new recruits to a veteran unit, you debase the unit's experience.
I see -- good input. The only drawback I can see is if those core abilities would have to be modified I might have to modify the core files as well. But I'll see what I can do.
Yeah, the pitch resource is excessive. I modded up the first version of these last night. Let's go with the sale item and take it from there. Not sure what kind of modding features they're improving on in 1.1, but maybe it will open up more possibilities. Thanks again for letting me piggy-back.
It's still v0.9 -- I just threw it together the other night. I'll work on it some more for v1.0
How about Attack Hounds
Thanks much for that feedback -- I find myself spending more time modding the game than I do playing, so happy to have a thorough playtest. I'm going to be adding fire-bomb type items in the next go-around, and will try to incorporate some your suggestions as well. [quote who="Sentinemodo" reply="26" id="3289778"]However the overall feel was they don't scale. [/quote] Do you feel they don't scale when assigned as unit items, or champion items, or
Well, I wanted to distinguish these guys from wolves, since there are already so many of them in the game.
OK, maybe I didn't get it to work. Well, in the spirit of not wasting five days trying to get the game to do something it absolutely doesn't want to do -- does anyone know of a a way to restrict the sale or unit assignment of a particular accessory to a given city improvement, i.e. make it exclusive to the city that owns the improvement? @parrottmath -- I take it arctic tiles can't be modded in?
Great, thank you sir. I'm not sure how to restrict the training in that way either, but I'll give it a shot (could have sworn I did it once for a test...)
Sat down to do some modding and noticed this when I opened up CoreSpells.xml Amulet of Frost Though it pains the wearer when it is first put it on , in time it hurts...
Awesome idea. I was thinking about adding some grenadier or molotov cocktail type stuff to GinsuKnives. Mind if I make a version that ties in with your mod?
This directly relates to the tag you suggested I put in DogsOfWar... I was wondering what the tags were for. Thanks for this, Heavenfall, this opens up a world of possibilities.
[quote who="Heavenfall" reply="1" id="3289078"]If you wish to make it Stormworld compatible, add...[/quote] Done, v0.9a Stormworld Compatible file is up. [quote who="Heavenfall" reply="1" id="3289078"]These fellas would be perfect as a world resource recruit center, like we can recruit Dragons, Wildings... [/quote] Excellent idea -- I forgot about those things! Guess I'll have to start my first bit of tile work. [quote who="crimsongekko" reply="2" id=
By the way, has anyone here ever actually read The Romance of the Three Kingdoms? It's fantastic!
Mod Manager version of GinsuKnives uploaded. Want me to do one for Larger Random Maps?
Neuromancer -- my all time favorite.
[edit] v0.9a up -- now Stormworld Compatible. This mod is a work in progress. It adds the sovereign and champion level-up ability "Kennel Master". At the start of each battle, Kennel masters auto-summon a pair of war dogs at half their level. My intent is to make these fairly weak damage-wise, but with specialized maul and bash abilities (both auto) that you can use to drag down an enemy for a turn. I figure I'll releas
@Derek, I tested this the other day -- the AI had a build queue of UNIT/IMPROVEMENT/IMPROVEMENT, and when the unit got completed, so did the subsequent items. Thanks for looking into it.
Thanks much for the info.
I'm working on adding war dogs to the game, but I want to crop their tails (cruel, and illegal in Europe, I know). These guys' skins are based on the Annie dog. I'm not much of a graphics guy -- Is there any way to mask the dds so their tail won't show up without modding the skeleton? Sit... bad dog.
Thanks, guys. I'll upload my Mod Manager version shortly.