[quote who="Heavenfall" reply="746" id="3284639"]Let me know if the problem persists after the next release. I understand what you mean but I don't understand what would cause such a strange movementcost next to my rivers.[/quote] I've figured out the problem. it's caused by having terraintypes.xml loose in the StormWorld_Rivermod folder.
crimsongekko
well, apparently I'm an idiot and I confuse the mastery levels. it works correctly, sorry for the false alarm :D
will this cause issues if I had already fixed the clothing colors and heart of stone via xml edting?
in your undead wiki page, under bloodline, it says: "Lizardmen count as" which should be "Undead count as" :)
I'll try with just those 2 mods and report back, maybe it's some other mod conflicting ( espionage perhaps ? )
will do, tyvm :)
well, I'm not sure how this stuff works but: 1) I've always been running Ecomental and SW together 2) Ecomental changes deserts to cost 2 MP ( via terraintypes.xml ) <span style="font-family: Arial; font-size: small;"
its compatible in the sense everything works correctly, the only problem is that the Stormworld champions and sovereigns don't get your new spells on levelup, only the old ones. this most likely also applies to the female henchmen from parrothmath's mod.
try disabling AA ingame and using AMD's "override" AA setting instead
it's compatible now and it will still be compatible, good :D my wish for an alternate version of terraintypes.xml for better consistency with it still stands ;)
done, thanx :)
now that your terraintypes.xml can be placed inside of Mods folder, will it still work correctly alongside with Ecomental? also it'd be great if you could provide an "ecomental compatible" version of terraintypes.xml , currently it's weird to have deserts near the new rivers cost half as much MP as deserts elsewhere on the map. you could also
can you educate the author about the issue via Nexus comments page? :)
http://fallenenchantress.nexusmods.com/mods/21/ not my mod, but it popped up on the Nexus so I'm opening a thread here Heavenfall, could you take a look at this and see if it falls under the "unnecessary XML causes stuff to get rendered twice" category? </di
that's kinda my thought, there's only so much unrest you can counter, especially once you start raising taxes ( and cleric + shrine is only good for 2+ essence cities ) what makes them so bad though? in my book -10% research is negligible, I'd much rather take that than any "no X" penalty. or do you get shafted by ro
one give +10% unrest ( -10% production and research ) while one only gives -10% research. doesn't that make rebels strictly worse than uneducated?
for the next version, could you make this fully compatible with Stormworld? at the moment only vanilla races get the new spells from levelup traits, the new SW champions only have access to the old spells.
nice to see this back on the nexus :D all fixed now then?
pic of new units rendering for those stuck at work till evening ? :D
the thing I love most about this mod is, it allows me to create the wanderlust/heroic/betrayer faction I wanted thanx to the new cumulative weaknesses :D
folder still has a dot in the name which should be changed to underscore. also I think the Gfx folder should merge with the one in Mods folder alongside with the Shadows folder ( all .dds and .png go there )
Electroalg: the wandering group is a bit bigger than the defending one. also, they seem stronger than their ratings would suggest. not sure if they need some tweaking.
second thought: is it intended that the faeries have both spitfire and some longranged poison ability? they're pretty damn brutal right now also, is it intended for shadows to get "warrior" unit design at glyph stones? I think others get it at weaponry ( they have the runner at weaponry )
that's why those faeries are kicking my butt then :D