Thanks you so much Heavenfall. You are da modder!
Nibelung44
'Brad, the AIs is still sending 'armies' of 2 units against my super defensive border city. Garrison is made of 5 pikeneer (armored boar spears soldiers), this is .. suboptimal.
Yeah, that's why I do and it would be so cool if Heavenfall would boost militia and archers number too. With my buffed number of city defences, the AI cities don't fall as fast, they can cope with a player hero that is not godlike in power, which I feel is good. Having a full AI empire falls from a single player hero is silly, imho (unless you want to discard units as being useful). Are militias in vanilla game also upgrading to magic weapons? Do you prevent that in your
In my current game, Deorcnysse was without any defense, I walked into with a scout. Is it what you guys really wanted for this fabled city? Plus, some turns later, a warg walked in, killed the garrisoned scout and ... immediately razed the city, thanks to the admirable 'AI can instantly raze taken cities' super-feature. So seriously, do something about that. I can't imagine you are happy with these things? Deorcnysse should come with a unique building
Please by all mean, have the faction AI respect the 5-turns delay before razing a captured city. Do you have any idea how it can be frustrating and infuriating even when a well developed city get instantly razed upon capture by the faction AI? In addition to that, it is claimed that the AI respects the same rules as the player. This instant raze is a quite clear contradiction! WE have to respect the 5 turns delay, have the AI does that too. And it would also be so cool i
Can we get 2 basic interfaces improvements? - On map, a visual cue that a group expanded all, part or none of its move. For example a color coding like red, orange, green. - on the unit panel, a precise value of the remaining move (e.g road cost), like in the tooltip at least 1.25 and not 1 or 2. Better if shown directly as a floating point value... Sometime I have to calculate a move down to the 1/4 of move point, I guess it happens to yo
It makes no sense (1.05frog). I'm at war, I get a message 'we have a mutual foe', without a peace proposal alongside. Thanks!
Hi, Would it be possible to have a tech allows a 4th slot trait for units design? Similar question, would it be possible to allow a tech to add a fifth champion miscellaneous item slot?
I'm with HF here... Beastlord is OP, sorry guys. Speaking about OP, something went terribly wrong... I'm right in a battle with the death legion, from the quest where they invade and then are halted (wagon broke)... The death legion mage is able to conjure a death demon which should be level 8 + 1 per death shard... I got before me a level 15 death demon, how this is possible? And even if he was level 8, a creature with 46 attack and a ton of special abi
yes, just unzip the full mods folder. I guess the devs can do that, it takes 2 mn. As for not seeing properly the situation, you are supposed to use CTRL-U to remove FOW. Again, I think this is a given for the devs, to use that.
Sooo? No feedback from the official team?
It is not clear for me how you are supposed to see easily a city has a negative enchantment. Plus, does a spell exists to remove it?
Thanks!
Hi, I would like to add to all game start (at least for player) a henchmen with crappy stats and move 1, so that I can station him in the capital and he would keep extra items (I find silly that cities can't hold items for your heroes but well, perhaps in a patch). So how I would add that in the game start? Also, how to lift the limit of having 1 summoned unit per spell? I would like to tie that to a number of shar
excellent!
Hi, Great spells, I would slightly rebalance 2 though. I have no problem with spells requiring level 3 or more in a path or high cost spells, but when you have spells requiring only 1 pick, cost is low and have a great effect, OP! Recovery: 12 + 6 per life shard seems quite enough... I play on large map, so 4 life shards is a strong possibility though... If you play on a medium map I can understand the +12/life shard. Root (
Again crashing, this is still somehow early, only 10 factions (instead of 16 previous time), 'only' 11x7 (this was 12x8 previous time). Don't tell me I have to play 8 factions on a 7x6 map, what a let down! Can you tell me the cause? http://www.mediafire.com/?2q1bj97y2hc622s
Darkwasps give too much loot. I attacked twice a DW unit made of 3 members, and each time got 3 weapons! Perhaps there is a flag to set 'NoAdditionalTreasuryIfMoreThanOneMemberInUnit' :) ?
Hi, I think I nailed it! Circumstances are that the AI first create an outpost with a pioneer, which is expended. This remove the colonization zone around (visually & for the player). Two turns later, an hero with a pioneer settle in an un-settable area, just 2 tiles north of the outpost. Un-Settable? Perhaps not for the AI, remember before the outpost the tile was legit. The settlement will show, once you click
Insta-Raze: On the same trend, an AI took over my city and instantly razed it. Why they don't have to wait 5 turns as me? Don't tell me this is a technical issue... And as this is not, if you add the fact that Brad tells us regularly that AI has no cheat code, then I guess this define this instant raze as a BUG , right?
I have modded my games so that cities (and fortresses, conclaves) have more numerous militias and archers (upping group to party and adding some also), and this is a boon for the AI... no more easy mop up, a city can stand against a medium to large size force now, depending of the state of the game, plus heroes can't take a big city by themselves, except if they are approaching godlike powers.
I'm playing too the Angels. I find hard they can't have something to compensate for lack of horses... Perhaps they can have a flat move cost of 1 (in hills and forests) instead? And really, what is the use of their wings right now? :) ps: I too believe that shard bonus is too high. Remember, some of us are playing on large maps and even with normal magic, you can have a decent amount of shards... Perhaps you can limit the bonus to at
Heavenfall, can you confirm that Golems need proper yield appearing on the map before founding a village? I may have found a nasty bug, perhaps correlated to the 'pioneer don't get consumed one'.
Sorry I have to ask, as nobody acknowledge if a bug will be fixed generally (Paradox does a better job here, they often give some feedbacks on bugs, you know 'devs talking to players' things). As for the bug, this is when a monster razes a city, the spot can't be rebuild. Will it be fixed in 1.1? Is a dev aware of it? Who knows? Not the players at least!
I added it just after the end of this record: so this is in the base trait file.