So the modded ones are included in your mod?
UnleashedElf
Do you think the Dead should be disabled as well for this mod?
So are all these 10 paths filled?
Looks like this should be changed for this: Test1001 Anyways, it levels up to level 2 but it does not trigger the levelling script.
[quote who="Slash_N_Crash" reply="7" id="3444805"] I am saying only magical armor. Why not? Or at least give other classes better armor/magic defense. [/quote] Again for balance. Champions armor would mean that warrior and defender lose an incentive to choose those 2 classes.
I should also mention that with massive amounts of mana, you can spam crusade over a number of seasons. That's what I do.
Right now the AI seems to struggle with magical combat, both when you use magical combat against it (it doesn't try to resist with the newer units it designs) and with using it effectively (probably a function of the auto-resolve). As a result, many of the magic oriented factions seem to struggle in the AI's hands.
Hmm ... I think this should be combined with some sort of magic resistance, since the AI sucks at that right now.
[quote who="Ericridge" reply="5" id="3444449"] Balance reasons. Haven't you seen what a ret paladin could do in battlefields during their zenith? You have to be prepared to kill ret paladin if they're controlled by a gud player.\ [/quote] Ret pally?
[quote who="halmal242" reply="626" id="3444774"] The ability to create an additional faction would be great. If I understand the code correctly there are 4 different factions, Kingdom, Empire, Monsters, and Wildlands. I am not sure if there are or are not sub factions underneath Monsters and Wildlands.[/quote] I think it's actually possible. I have not tried though. You would need to make an architectural style (hard unless y
The Hieragemnon needs to be updated.
[quote who="abob101" reply="1" id="3444019"] What ability makes a city immune to magic? Edit... I guess because Broken Loyalties is not a city curse. And costs money rather than mana.... so although it's a "spell" does it count as magic.... dunno. [/quote] I presume immune to magic means well ... immune to magic. [quote who="StevenAus" reply="2" id="3444100"] I always imagined it as a ca
Ok I will test them both out and see how it goes.
The spell Betrayers still causes cities that are immune to magic (ex: levelled conclaves with the right ability) to "flip" sides even though they are immune to magic. Lost a conclave to the spell "Broken Loyalties", despite it having a Tower of the Magi with: City &nb
8 gb at the moment
[quote who="davrovana" reply="3" id="3443578"] What you want is to mess with city hubs. You can set the city hub types a faction creates when a sovereign or pioneers use the 'build' command. See this thread where Primal Savage helps me out Try setting that faction's hub type to the conclave, fortress, ortown - but then you can only build the one city type you choose! Alternative solution is to create a spell that gives you 50 population insta
[quote who="Derek Paxton" reply="1" id="3442884"] What level is your champion?!? I don't even know how that is possible.[/quote] 40+ Level [quote who="parrottmath" reply="4" id="3443574"] Quoting Primal_Savage, reply 2Adds 24 "DoNothingTraits" in the unit (general) trait tree which can be selected when you run out of traits (Prevents a bug) What bug do you refer? One can close th
[quote who="Primal_Savage" reply="607" id="3442881"] Hum, wouldn't this be more simple or is it not working out for what you are trying to do? Parry [/quote] Unfortunately, no it does not work. That causes the unit to disappear from the training screen because it contains the Unit Level trait not Unit Design. [quote who="parrottmat
When a champion has all of the perks unlocked, the game tends to freeze between turns for some reason. The turn button is hit and greyed out, but the new turn never arrives.
Turns out there's a simpler way to get around the perks. Just use a game modifier in that unit: Unit UnlockUnitAbility  
[quote who="cardinaldirection" reply="6" id="3442382"] Great thread. I hope the Frog sees it.[/quote] Yeah we should have a dedicated report and suggestions thread in this forum.
Yeah I think so - late game defender probably wins, at least for an all plate melee soldier. The problem I've always had with defenders is that there isn't a "force attack me". The problem with warriors is that against late game opponents, they tend to die relatively easily and that needs expensive potions to cure their wounds. To be honest, both classes could see some reform.
It's late game - let's say you've got a mage and a commander champion. But at the same time, you also have access to plate mail. Many of your top units wear plate as well and you have plenty of crystal to supply several stacks in full Champions. Would it be better to have a defender or a warrior champion in late game? Why? With champions individually? Or as part of an army?
Thanks +Karma Will check it out.
[quote who="halmal242" reply="604" id="3442493"] For a trait to be in the unit designer it has to have two things. Code: xml Unit_Design and Code: xml 6 With these two lines of code added to a core ability it can be also used for unit design. Just beware that this can be added to very powerful abilities as well so units c