That would be universal. I was looking for something that would affect 1 faction. I tried putting this on the sovereign: Resource <Attribute>
UnleashedElf
What is it like? I've been playing on a 2560x1440 monitor and sometimes, things are small, like the windows and the minimap.
Is there any way to get the first city that you start with to be level 2? Or subsequent cities? And to automatically trigger the fortress/town/conclave script?
[quote who="MarvinKosh" reply="305" id="3411906"] I think the crucial thing for tactical combat is to build it around the expectation that the AI should be competent at it (it is possible to teach them if you do this) and fun for the human player(s). Not fun as in 'lol your ships go boom' but worth watching and participating in. ... Thing is, in GalCiv there tends to always be some sort of mismatch in strength. You rarely get a battle which i
If you want to give a custom set of city defenders, you'll have to make a new race.
I've got this strange issue in one of my mods (and I'm trying to figure out what is causing it), where in the Arena of Slakhanan, I am unable to complete it. The game simply drops out after the first round and I'm left with a white scroll option, with an objective: defeat the troll warrior. Only he's been defeated. Normally when you click on a quest, it pops to the location but in this case, it seems bugged. Any idea what could be
[quote who="Heavenfall" reply="2" id="3385745"] A problem is that there aren't models for this. The pedestrians you see in the cities are extremely low-poly - very low quality. Models from other races such as demons are much more detailed.[/quote] Ah I see, so they are all low poly models, rather than XML definitions. I had thought that they were XML definitions of existing models that were then downscaled to size, but this does not appear to be the case.
Minor bug on version 1.2c. The Gnome hedge wall and fort when they spawn defenders do not have multipliers for the number of units per group. Edit 1: The Arena of Slakhanan seems to be bugged too. It's giving out strange weapons and then no proceeding to the final round with the stone golums. I got a helmet called "memory" from it. Edit 2: The Arena issue I think is caused by one of my mods. Please ignore for now.
Whenever you zoom in at close resolution to a village or city, at high zoom levels, you can see the citizens of that village or town. Is there any way to change the default appearances of the city's inhabitants for each race? For example, I want to make a custom non-human kingdom race. But when I zoom in of course, the inhabitants are still human. There's a human manning the watchtower, and some villagers chatting about within the cities.
Somewhat OT question, but is there any way to do the reverse of this? 1. Prevent a target from disbanding 2. If a target dies, prevent it from getting any negative attributes?
[quote who="joeball123" reply="38" id="3385665"] It depends a lot on just how large your armies happen to be, and how big your empire is (including Town vs Fortress vs Conclave balance, world resources, and city enchantments). If I have two or three towns already, I probably don't need anything from the Merchant line unless I have enormous armies. If I'm still on my first city, which may or may not be a town, and have to fight tough enemies to expand, Merchant I (or Merchant II i
Quick question - Haven, are you looking for more people to help contribute for this mod?
Possibly. Going to have to look into it.
Looking at the modding community and the direction that Galactic Civ 2: Twilight of the Arnor took, do you think that Stardock will be introducing faction specific tech trees and improvements? It's just an idea, but one I'm tossing out for discussion. Also, should each faction have it's own subarchitecture beyond the kingdom-empire divide?
Theoretically it does not appear to be much different than GC2: Twilight of the Arnor. 1. The default tech tree is the Amarian 2. I suspect that in the next expansions, if it follows GC2, each of the races will get their own distinct tech trees, and likely improvements giving each faction a distinct feel, not just the kingdom vs empire type of feel 3. Seeing that the improvements link to their respective technologies and pre
It looks like renaming the file from "tiny" to large in the directory where the maps are saved will change the map size.
Out of curiosity, is there anything that can be done about certain random events like the Peacekeepers? I ended up in a game where the Peacekeepers were very potent towards the end of the game and it brought a partial stalemate.
There is a particular setting that you can get when you save a file: set spawn no objects flag. What does that setting do? Does it prevent any objects from spawning? What about the "override old version"? Does it do anything to the resources of the tiles of the maps and the start locations? Also, every map I have makes the default size tiny for Anthys mods - is there a way to change this and the number of default starting players? </
Yeah it looks like I may have to create an entirely new race geared for that city to defend it with specific units. The only other viable alternative is to get more improvements that are faction specific, and that does not solve the fact that existing improvements are there already. My original intention was to create a set of faction improvements where the defenders would scale with technology, but that does not appear possible right now. Thanks
Is there a way to change the types of units that are present when you attack cities? If I understand correctly, it's done through improvements, but can it be made faction specific? Currently each race has their own set of defenders which are pretty much identical. What if I wanted to change the city defenders for just that faction?
I'd agree that warrior is the stronger. Especially at the higher levels. Warrior has - Sweep and Blade Rush, powerful AOE abilities - Revenge and reap, which can add up in combat - Several attack bonuses like better counterattacks and a buff to attack power - Bonuses against special units like enemy dragons Against this, assassin has - Attacks like Gambler's Strike and the attack that never misses</p
It seems that bugs occur after your characters reach past level 40+. I've had a number of CTDs after 40+ and that's the only explanation I can think of.
Already did. There's nothing left but the troll dens, a shard, and a gold mine. Edit: I've circled it many, many times, or else I would not have posted here and checked every last tile. I've even built a road network within the realm. It's bugged.
Usually once you kill the big bad boss, doesn't the land turn inhabitable? It did not for Morian - I killed him and got his heart (and the city buffs + the sword), but his jungle realm remained. I also explored the entire realm - nothing remained that was hostile to me.
Yeah specific builds I suppose are OP I suppose. I wonder if we could make an OP sovereign for 1 of the 4 other classes. Hmm.