zoommooz11

zoommooz11

Joined Last seen Member # 4494372
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Ah yes, the two skills are blink and double strike (both vampire skills) and they do have the +rushing, -rushing thing. Also, a few other things What is the time bonus (sov) thing about? There is a couple of tags which I am not sure of: is adamant, is immortal.

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Sorry to bug you again, but I am having a bit of a problem with the action bar. While I am able to change it during combat (ie choose a skill to be placed in it) every time I start a new combat, it resets to the original settings. Do I need to change something in the setting? Not sure if this is mod related (probably not) but having to change it every times negates the reason for having it. Also, I noticed that there is an optional install for 10 hotkeys, but having ins

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"What's "missing" in most cases is Stamina isn't used much or at all since that's a 2.0 concept, but Mana + Cooldown still works and having multiple systems just increases complexity". I read about the changes in the 2.0 patch, in particular the stamina mechanic. Are you saying that this is not in your mod, or will be missing from bonaza hero's?

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@ Primal, I re-needed some info back a few pages, and I've noticed that most of your comments are now N/A.? Why is that and how would I go about getting that info? Cheers Edit. Also, although your mod is for 2.0, I noticed that champion bonanza is still listed as 1.8, and from memory your mod needs this in order to work correctly?

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A couple of things. 1. One of my champions had got the injury fat embolism, and I cannot seem to heal it with the spell death exlier 1, as it states that the unit does not have any injuries. 2. The Vampire champion Eral Von 'whatever' has been incorrectly nerfed. Because he does not have a race that gives the basic 18 initiative, he is utter slow. Vampires (the unit) are given their initiative by 50</UnitStat

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Because I love really long games, I'm in the process of changing various pacing things aimed at a game of about 3000 turns. Now, I've changed both research and production in XH_ElementalDefs and am happy with the results. What I am finding in game however, is that the level progression of hero's, and 'super events' and powerful quests are coming too fast and messing up the pacing. How would I go about: 1.

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Not sure but I think I may have found a bug. Playing as the dead I noticed their graves building progressions go from 750-->1800, then 1800-->1300, then 1300-->3000. Why would an upgrade lessen the amount of graves you have?? Also, playing on the largest map setting seems somewhat unstable. I can play about 10-15 turns, with the game then CTD. Is the largest map size really unusable or are their some tweaks to get it more stable?

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Thanks for the answers. I decided that is was much easier (for an average modder like me) to add the RR to the dead race, which in game is working well. One other question (only one at the moment lol), I noticed that some of the spell upgrades list +30 COMPOUNDED, in addition to other stuff. What is compounded all about??

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Thanks mate. Yeah I figured that it was easier to take the liches to the dead seeing as the Reanimation Rituals was all that was required. What I should have asked was: [quote who="Primal_Savage" reply="960" id="3563941"] @zoommooz11 Vampires require the Dead race; that's what triggers the Vampires Tech. [/quote] How exactly is this mechanic enacted? Asked with the thought of making vmapires require Dead race OR Wraith (

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I noticed the necro revamped is part of the mod now, but I couldn't see the spectre and lich in the tech tree. Are these units still in the game??. Edit: Never mind, they are with the other sovereign. Just a quick question. I added the ability to train vampires to the necromancer sovergin, but I cannot see where I need to add the vampire tech ability. I believe his tech tree is TechTree_X_Wraith, so if I add vampires to this would it work?

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[quote who="highwayhoss" reply="954" id="3563581"] Quoting zoommooz11, reply 953 Will grab champion bonanza, as I am playing on the largest map setting (gargantuan from memory). I believe its a mite lair, will check exactly what it is. I would suggest reducing your map size; as a rule the largest map size I play is m

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Got a save game where, if you step on the tent, the freeze happens repeatability the next turn. How to I go about uploading a save game?? Info: The tent is a mite tent/monster lair with no quests. The units I am a bit unsure about, because their spawning is not consistent (ie kill mites, then a fire thrower of some sort spawned. However, in the save I'll upload, I killed the monsters but did not go over the camp, so if you walk over the camp you should see what I am

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Have not played for ages, but down loaded patch 1.8 and latest xtradeconstruct today, and am having some problems. I deleted all my mods, and started from scratch, deciding to use only your mod (as its really evolved to be very 'all encompassing'). My problem is that I am getting game freezes, as in press end turn, turn cycles through, then my units get their movement replenished, but are unable to move. The two time

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Currently having a bit of a problem with pier's Mods used. COS, most of x deconstruct, bridge mod, D&W and necro revamp. When I first start a game and found a city next to a river, I have the option of building a pier. Because my build order has merchant and monument first that's what I did. However, after building these, the option of building a pier no longer appears in my build list. Likewise, and new city build near a river, also h

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So to clarify: 1. Even if resources are moved to the English folder (as in the four from d & w), the TOTAL amount is what is important, ie this movement does not free up four more slots? 2. If COS is used in full, then 47 are used, meaning 6 spare, meaning 7 from D & W....cannot be used. 3. COS+4 from xtradeconstruct (missing the three files / 17 slots) can be used for total of 47+4=51

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Just in relation to this, I did as instructed (removed certain xtradeconstruct resources) and the map resource generation then did work correctly. I noticed that necro revamped is listed as 1.6 compatible, so I again added it in, but then noticed it too adds more resources. Am I right in assuming that this will again push me over the 122 resource limit? How can someone check the overall resources to try and avoid this problem? Edit: Sorry, wizards and demons was the mod

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Thankyou, much appreciated. Not only did you help, but you also did the leg work. A gentleman and a scholar.

5 Replies 10,919 Views

[quote who="Primal_Savage" reply="1" id="3470984"] Let's get the obvious out of the way, this is for FE:Legendary Heroes, right? (You mentioned 1.6, but FE usually refer to Fallen Enchantress and this is posted in the rather generic FE forum).[/quote] Too true, apologies. Yes FE-LH. Another tid bit, I noticed that some of the previous mods I had installed (like wizards and demons) had me put files into the core section. Now, I did delete all t

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Haven't played FE for a while, and just installed 1.6, then deleted all my mods and reinstalled the ones that have been updated, namely: Children of the storm, Black market bazar, Xtradeconstruct. Now, when I start a game I am finding that resources like clay, crystal, grain etc are missing from the map. Shards are still there, as are the resources from COS river mod. Have I missed something obvious here as it has been a while since I played.<

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[quote who="NaytchSG" reply="5" id="3461931"] abob101's Demons and Wizards mod is awesome, also a tremendous fan of dsraider's Blood and Mana mod. Have to see if they are compatible at some point. Also agree with the above postings on other mods. If you are willing to muck around in core files, take a look at webusver's mod.[/quote] They are not compatible without quite a bit of tweaking (

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Did a bit of investigating, and indeed, the borg are unable to build their free diamond capital. However, my modifications were not solely resposible, as, unaltered, the small fleet tag will still leave the starting supply at 75, with which the borg (colony 48, diamond 50) cannot build both, which may be the problem. I will try with normal supply level (100 start) and see if this helps. On a side note, why does it seem that the phaser damage is much higher then t

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