I ran into the non-buildable archer thing. It looks like there are some new prereqs to building an archer unit, that of the archery range. I haven't gone in and tested whether you can get the archery range and then build them without superior archers, but if you have superior archers, it doesn't seem like you can build that building, therefore, no archers. I went through and tried to mod this, so that it was easily accessible, making the city size requiremen
misterhamtastic
1. One "hang", when not building screen came up and clicked build 2. Longbow available at beginning if you have archer trait(old one) 3. Displayed damage done by arrows says max damage, but actual damage is different Otherwise, I like it so far. I'm sure I'll add more to this list as I go along, but now it seems to make more sense to me, at least. Good Job, stardock.
I wanted my 11 spellbooks of Death magic... lol
I dunno, Zombie Mastery and Ghouls were fun, if you could afford them. Zombie Mastery and Wrack was nasty too. There were combinations of tac and strat spells all over the place, and game winning strategies available in every color. I guess that's one thing I'd like to see, Strategic spells with tactical effect are always pretty cool in my book, just expensive. I just want more, you know? Give me a mithril mine or two, some adama
That is sweet. I'm looking forward to trying it. I would like to give you some numbers though: Master of Magic-Over 150 spells (I counted 211, but wasn't sure how many were both combat and non-combat, besides disenchant. Bard's Tale series: Well, 1 had 7 levels in 4 books, average of 2 spells per level, that's 56 spells. 3 had 7 levels across 7 books with an average of alittle less than 2 per level, which whould be98 spells, or s
Yes, but does that mean more spells, or just spells in different books?
Well, I made a run at modding 1.09 despite the impending 1.1 beta. Here's the changes I made, I like them, maybe other modders will want to use them to. 1. More than one Summonable of a kind at a time I tried two ways. If you change it from duration: indefinite to duration:instant, you can whistle up as big a horde as you want. Fun for a few minutes, but not real challenging, and takes away the importance of your "civilized
I have actually copied my v1.09 game and mods, although I'm still trying to figure out how to make it look in a different spot for the mods. In any case, if not, I can simply use "Rename" to switch between them, that way I can play my mods, and work on the new beta at the same time.
Will you be putting more "meat" in this game before you launch an expansion, or will that be the source of any expansions? I ask because the variety of monster and the number of spells are both a bit thin. One of the first things I did after my first game was to redo the spellbook, and after a few hours of work, I had almost double the spells, without touching particle forge. I can summon more than one of the minor things, without summoning an army, and that
So I want to play a "classic" mod, so I'm going to start modding towards one which has the following things: 1. Basic Races, both faction and sovereign (This is a basic RPG set plus an undead race.) a. Orcs b. Elves C. Dwarves D. Hobbits E. Undead 2. Uniques spells for each race 3. More spells, period.<