[quote who="aerowreck" reply="233" id="3435359"]I have only seen commander and guardian AI sovereigns dozens of times for a while now already. Except Relias was once Assassin. I have not seen a mage or warrior sovereign since 1.2 patch, wish I did for a change. Procipinee as a guardian using a bow, wearing patchwork armor and still spending level-ups on spells is just, well, sad. [/quote] Perhaps you are right and players need not only challenging AI but also more differencies. I'
webusver
January 22, 2014. Major update to v.1.3. Fixes: Fixed vanilla Scrap Golem having no weapon. Fixed problems of 1.5 patch with Wilding Hermit and Darkling shaman unable to summon lesser units. Fixed issue resulted in lightning attack of Lightning Longbow was not calculated as ranged attack. Changes: 1. Wholesale Purchase spell is added. In case player has excessive gold and doesn't need it, then for 1200 gildars it's possible buy 120 metals
[quote who="Guardianru" reply="217" id="3434993"] Quoting webusver, reply 216Never saw this, can you send me the save game? (to [email protected]) bombs away Quoting webusver, reply 216BTW if you noticed, moving through desert in harder (0.5x movement). Remembering Heroes of Might and Magic I think moving through sands may be more difficult than to move through plains. And by plains?[/quote] I've checked the save file and didn'
[quote who="Guardianru" reply="206" id="3434509"]Strange diplomacy activity Altar proposed me to give me tribute. i agreed with their wants to give me money... and now we have -1 relations because this is i who forsed them... its superb logic!-)))[/quote] There are two settings: weak offer tributes but they are not pleased with this action. At heart they hate you taking tribute, but they are weak, so they pay it... waiting you die from something. I think there is good logic
About golems - you are right, its another bug from vanilla [code="xml"] Axe_Golem KiteShield_Golem [/code] Two handed weapon and a shield results in no weapon. Patchwork v. 1.3. will have this fixed.
[quote who="Guardianru" reply="198" id="3434475"]bug Unit Darkling Shaman Has Enchantment - Summon Darkling (3 lvl Darkling warrior) in unit (shaman) info screen - tht enchantment icon in white (blank) and the unit doesn't summoned (battle freezes when it is summoned by monster shaman)[/quote] Yes this bug was made in v.1.5. patch in vanilla. The same problem is with wilding hermit. My v. 1.3 will solve the problem. [quote who="Guardianru"
[quote who="Guardianru" reply="189" id="3434430"] In coreabilities (GolemAbility) Unit AdjustUnitStat UnitStat_Dodge 0.75 1 +0.75 Dodge and +1 Accuracy per level No Accuracy addons - its real, and
[quote who="Guardianru" reply="181" id="3434200"]check please Hunter Sov trait - it gives no food [/quote] No, no. It gives. Check in right-bottom part of city report list. 4 grains give 100 food. And... yes there is no description, because this feature was not supposed to be in the game ... total food is 150. 100+50=150. Here are our lost 50 food. [quote who="Guardianru" reply="182" id="3434210"]If there only upgrade - than check the % growth. theater has 50%, festival and in
[quote who="webusver" reply="178" id="3434175"]Guardianru,[/quote] Guardianru, Thank you for bug hunting!
[quote who="Guardianru" reply="173" id="3434012"]The Gamemodifier lacks description[/quote] Added. [quote who="Guardianru" reply="174" id="3434022"]NOble Trait of Sovereign give +1 growth. And it counts ok (in city display). But it doesn't shown in personal growth popup (so in popup there for example 5: 2 from village, 3 from large surplus, and in overview there are 6).[/quote] Yes it works normally, I tested this, but yes description is not showing. Pe
[quote who="Guardianru" reply="176" id="3434030"]Attack is bugged (no text as in unit design screen as i told in post earlier)[/quote] Descriptions for stat icons are automatic. There are few descriptions for Attack values so they just summ and are described as one bonus. [quote who="Guardianru" reply="176" id="3434030"]plus question - there are accuracy, spell mastery and spell damage. Is it right that i say - first it checked - accuracy - if the magic attack hits, than check
Yes both files are needed there.
Fezziwig, try to restore original English folder from backup, then apply the mod files. If nothing helps new install from steam is always a good option. Guardianru, that text about Elemental Editor is present just because it was copied and pasted with the other code. I use Notepad++ and with additional modules it's good to find and replace lines of code in many files.
Fezziwig, that file is needed in only-sp folder. You can take either mine, or default file. They are the same.
Currently available version of the mod gives units +1 perkslot and all units are reworked in this case. There is also racial trait Guile that allows even more +1perkslot. Ai doesn't use it because it would need 2 sets of units and would slow performance. Too much options may be not very good. Too Guile, I would say.
Is there a unit " Beast Hunter"? I didn't find it on my computer. I searched through monsters and units lists but found nobody with "Hunter" trait. Could it be from some other mod?
Guarduanru, every installed mod overrides my settings, so you need to consider if you need this. If you think that my settings are bad, then overwrite them with a mod. I can't say which settings are better, I make this mod for myself mainly and share the result. As for me, I use only Snaking mod and River bridge mod and I can recomend everybody to use these great mods along with Patchwork mod. For all other mods that don't change units and abilities you can try them on your risk. Mods
Yes, I improved perk Hunter. It was so useless so I added a starting dog and +50 food in each town. Do you think it's overpowered now? I was thinking about giving additional accuracy to this perk because hunters are archers and should be able to shoot accurately. But this seems to soil balance. At the same time it's a shame that hunters Tarths with their bows are not acurate. Instead of that melee mancers are much more accurate. Also Tarths have Double strike which doesn't f
Wages are calculated based on labour cost. UnitStats file offers possibility to multiply the result. In v.1.3. wages will have 2 multiplier and it feels better now. But I need some more time to finish the update, then I will upload it. The only thing I don't know how to implement is to reduce units's speed on roads. If I give player 1 level of roads then speed is 4x. If I give 0 level of roads there are just now roads. Thereare 2 and 3 levels of roads, but I didn't test th
[quote who="Guardianru" reply="146" id="3433794"] Brutal Trog Scimitar value 80 two handed 24 att, "0" initiative, +2critchance, +1 contatt, +5 dodge and Rush through, requires lvl 14 And Dancing Blade value 72 23 att, "+6" initiative, +5 accuracy, +10 dodge, +1 contattach and rush, one handed something is unright... with traders and levels... may be because its too brutal-)[/quote] All Brutal weapons will have lower price.
[quote who="Guardianru" reply="143" id="3433561"]- "special" logistic research implemented to all items with "magic" addons like fire attack (points spent every time when recruited) - grain consumed on training (when people train - they eat... two weeks... eating ah!). So the whole time training and the turn when unit has been puted in que (so not on pop growth) it takes city food in some 1x-2x-3x times of consumed to unit production population (If there 0 growth - we know that pop
Thanks to everybody for comments. I've put them into my task list. So, I want share with my future plans for the mod. I'm going to make a huge update to v.1.3. after which I want to go playing, rather than modding. 1. Economy model will be deeper. Player will have to pay for unit's equipment and traits, so highly professional, highly armored unit will cost decently. Costs of city improvements and income will be adjusted. 2. If player still manag
[quote who="ailawiu" reply="128" id="3433224"]Better to just adjust the prices for advanced troops. As it is now, having several large armies doesn't even put a dent in the treasury. The only thing that's expensive throughout the entire game is building/rushing construction.[/quote] Really interesting! I've got idea that all items for unit design should require some gold, especially Champion's armor.
[quote who="Guardianru" reply="126" id="3433173"]may be it would be good to up the city levels poplimit to higher population numbers so there would be no mass 5lvl towns appearance before refinable grain upgrade last tech?[/quote] It may be useful to up the city levels poplimit to higher population to let them grow further to be more resistant to negative effects that dramatically lower population. I will think about it. [quote who="Fezziwig" reply="127" id="3433217"]Another o
[quote who="Rotlung" reply="4" id="3433196"]Edit: As an aside, is there a way to spawn a particular unit, like say a Champion? I'd like to see how these champions look like. Reading xml files doesn't really help a lot with the visualisation [/quote] You can spawn heroes with sovereign, though I don't know if it's possible to spawnmore that 5 (army limit) - check CoreUnits file. Or you can make a scenario and place your heroes on map under Player 1 rule, near Pl