As far as them offering a better experience, it probably depends on how much you play. The map, quest, and loot packs definitely improve variety, but if you only expect to play a handful of times, then it may not be worth it to you. If, on the other hand, you expect to play over and over, then they're (IMO) well worth the cost. As for the Undead DLC, it adds a new and very different faction - I'd suggest playing the base game first and then trying it, as it's probably
Crastiloowa
[quote who="Marty Ward" reply="12" id="3429565"]Can you choose not to automatically upgrade to the most recent armor for individual units or is that a global setting?[/quote] ?? Not entirely sure what you're asking. When you click the "upgrade" button for a unit, you get access to a dialog with three options Upgrade weapon - will change weapon type for the unit to the best (max damage from all damage types) for that weapon type that you have researched, incu
[quote who="ElanaAhova" reply="10" id="3429554"]Silly me, could one just choose to not give their mages leather armor if they did not like that look?[/quote] I think the problem arises from the Upgrade feature. Upgrading will go to the next "better" armor as a whole set, rather than piece by piece, and there's no option to upgrade to intermediate levels of armor. So, for example, if you outfit your mages in robes, choosing "upgrade" will give them leather once you have
RE: Haircuts, you apparently have lots of company: https://www.youtube.com/results?search_query=self+haircut+fail&sm=3
The GameModifier node looks correct to me. Just a couple quick observations, in case you've not done modding for this game before You have to check the "Enabled Mods" box in game settings, then restart the game (unless you're modifying the base game files) The changes only take effect in *new* games (so you can't e.g. save a game, change your XML, then re-load the game to see if it worked.) Also - if you're modifying the base ga
I can't speak for Stardock, but considering that they've indicated that they're closed for the holidays, it would probably be ill advised to release a new DLC while all or nearly all of their support and dev staff are away.
RE: Ice Cream - all of the "big names" now make some "not quite Ice Cream" variations - but they also still make "real" Ice Cream too; just have to read the label. Just for some perspective on "real" Ice Cream, though, nearly all of what's now sold in the US as "Ice Cream" couldn't be marketed as such until a couple decades ago (they used to have to call it "Ice Milk" or similar) because it's not based on high milk-fat base. The government made a change to the
Just checking - there are 2 different improvements: Guardian Idol - this is a 1 per faction improvement that allows the statue to cast the same spells as your sovereign Guardian Statue - this can be built anywhere, and provides an extra Guardian Statue defender in the city, but does *not* allow spell casting Are you sure that the city in question had the 1/faction Guardian Idol ?
This may or may not be a factor in your motivation, but I believe there are reported UI issues with Essence > 5 (as in no easy means of access.) Also, I believe 4 essence is the maximum "natural" essence value, though it's vanishingly rare. Note that if you allow cities to have more essence slots, they will become available to players too. Consider a 3/3/3 tile that is turned into a level 3 fortress. With your mod, that would be 5 essence slots.  
[quote who="ElanaAhova" reply="18" id="3427434"]Perhaps the historical stage where city states are in competition with a newly rising stronger-city-state attempting to extend its influence and control neighboring city states might be a good model to use?[/quote] Without trying to force this game into a detailed simulation (which it's not), if you wanted an example of an evolving city-state with a "warrior culture" you could perhaps look at Sparta. <a href="http://en.
Wanderlust provides: (Much) better leather armor Better swords Quest maps Generally speaking, I want the armor or the quest maps, the swords are a minor perk because they only slightly improve what regular swords do (vs. the armor, which gives an extra resistance slot and better base armor for units that don't spend a trait on it.) If you want a name for the swords with better counterattacks (which is pretty much what they a
@Raiddinn - the U.S. (which is what I assume you mean by "America") is not really a good model for the in game cultures, nor are really any modern nation-states; these are supposed to represent relatively small societies of survivors from a global magical apocalypse who are just piecing back society together. However, for some examples of modern day cultures that enforce more or less universal military training, see Switzerland: <a href="http://en.wikipedia.org/wiki/Swiss_Armed_
I was recently cleaning out the basement and decided to open up my box of game boxes, that had been relegated down there since my wife decided they weren't attractive enough for the bedroom :) I was mortified to find that a case of soda that was stacked on top (untouched in years, probably similar vintage to most of the game boxes) had sprung a leak and ruined them all. Worst part is that I totally could not explain to my wife why it was so depressing - to her it was already
[quote who="Matopicus" reply="3" id="3427148"]If i was to force them into robes only i think i'd add a bonus to defense and initiative. Maybe a +1 to each? that should make it so that the robes aren't as good as leather defensively making it unattractive to any melee fighter.[/quote] The current "Monk's Robes" item grants +10 to dodge and no bonus to defense. If I could choose a +1 defense/+1 init robe over plain +2 defense leather armor, I'd do it every time, fo
Note that once you unlock "Aegis robes" they'll prefer those to leather...
The main problem with it is that Deorcynesse isn't well defined in the lore - you hear all this imposing build-up in the backstory, and there's this really cool dark fortress looking graphic, but when you get there it's just a bunch of normal darklings, who've probably all gone on holiday in the countryside instead of doing whatever dark mysterious things they're supposed to be doing. What exactly was so fearsome again? I support parrottmath's concep
The "warrior caste" trait is applied to the Trogs, who in the mythology, were a race especially bred to be warriors (vs. all of the other Fallen taken as a "nation" of sorts.) If you think of the entire Trog race as the caste, it kind of makes sense, i.e. it's the "Trog caste - good for warriors, nothing else." Looking a how most people are interpreting it, and the de facto state that the former empire combining all of the Fallen is no more, it migh
[quote who="marlowe221" reply="3" id="3426554"]I am not spamming pioneers. Should I be?[/quote] Yup. Send out your early heroes and/or scouts to find as many reasonable sites to build cities and outputs ASAP, wait for your first city to hit level 2, then let loose the pioneer cannon.
If you want to rule out whether the mods are causing the crash, try running and saving games without the mods.
This one doesn't require modifying system files, and doesn't come as part of a suite of diverse changes that broadly affect the game in all aspects. I'd go with this one.
[quote who="Raiddinn" reply="6" id="3425335"] Try renaming the town to something else instead.[/quote] Have you seen this work?
It give a big bonus to your faction rating (as the increased sizes apparently affect the value) but none of the "city specialization" bonuses. It's good for cranking out pioneers...
@ElanaAhova - if you read the description text for Magnar's various slave units, they are not of Quendar stock (under the covers their race is actually "Krax", though they don't get the benefits of the blood) and there are two basic varieties: Captured enemy soldiers or other trained fighters. These are the 'elite' as far as slaves go, but they're still (per the flavor text) generally used as shock troops. Basic slave troops, i.e. any farmer/