Pretty sure CoS is not compatible with the Immersion mod. They both change a lot of the same mechanics in different ways.
Crastiloowa
The "After" scroll looks better. [e classic]:)[/e] However, unless you're a graphics kind of person, it might be good to get the mechanics down first with "rough draft" graphics, and then polish them as time allows. You can spend an infinite amount of time making pixel graphics "better". Also - for a free "better version of paint", I highly recommend Paint.Net ( http://www.getpaint.net/ ) It won't do everything t
[quote who="Ericridge" reply="5" id="3423771"]Wait a second, demolish building will alllow me to get lumbermills into cities that's settled one tile away from forests?[/quote] Potentially, but only if you 1) enable snaking (or are prepared to build and re-build *lots*) and 2) Use a mod, such as Parrotmath's snaking mod, or Children of Storm, that changes the rules.
[quote who="Stringer2" reply="14" id="3423658"] I wonder how the final $50k came? Did they get couple big donations, or lots of small late participants.[/quote] http://www.kicktraq.com/projects/1964463742/the-mandate/#chart-daily Of course, you can't see the granularity down to the individual contribution, but it's a lot more info than just looking at the simple chart on Kickstarter itse
By "Angel of Death" - do you mean the death demon, the AI Altarian unit (female trained unit w/Ironskin + Plate Armour proficiency), or something added by a mod?
Some might view this as an exploit, but demolish building is *very* helpful if you like to use snaking. Especially after taking over low-level AI cities - instead of a big cluster, you can re-build the level 1 infrastructure in your desired direction of snaking. Perhaps even further down the exploit-path, you can just demolish and re-build the same structure over and over again to extend the borders of your city ad nauseum . I see no benefit to "clear forest" tho
Hrm...I've never tried this, but does disbanding a pioneer inside a town add +30 (or +33) population? If it does, I definitely have a new tactic to consider...
[quote who="Raiddinn" reply="53" id="3423476"]I am also trying to think of a way to mod the game so that +init boots have priority over +1 AC boots. Maybe the +1 init boots should also have +1 AC? That would make it strictly better, but I don't know if the game engine would see that. If it is the same AC then it might still consider them equal. Could go to 2 AC and +1 init both, but the measuring might be coming from somewhere else entirely and something else entir
[quote who="webusver" reply="20" id="3423419"]How about transmuting fame into resources, when it reaches 801 points? (Who needs fame when all heroes are collected?)[/quote] You can still get more heroes at later thresholds > 800 fame. Not that it's something to spend a great amount of effort striving for or anything...
Just FYI - you might want to have a look at how CoS handles the Frost Giant faction for the scaling thing. Frost giants are larger in tactical in that mod as well, but you can still see them normally (vs. zoom-in of torso) in the unit equipping screens, etc.
[quote who="clearbeard" reply="51" id="3422674"] Quoting Crastiloowa, reply 47 Quoting Marty Ward, reply 43I'm new to the game. What is a henchman and how do you get them? ... There is a somewhat similar "Sion" unit type that all Empires (not Kingdoms) can build - they are similar in many respects to henchmen, but they do not have an inventory, so they're stuck with the equipment they start with, and they do not have access to any ma
Aside from their other deals, the Humble store has Stardock's own Fallen Enchantress Legendary Heroes on sale for $9.99 (which is half the price of the current autumn sale): https://www.humblebundle.com/store/p/fallenenchantresslegendaryheroes_storefront
[quote who="Primal_Savage" reply="15" id="3422211"](Plus you will likely [definitely?] need some CoS files to play XtraLOM [I'm thinking, particularly, the Library: A_LHLIB_UnitStat_BG_vF which I have in my CoS folder and which definitely modifies how my own mod interacts w/ the vanilla version --> My guess is that all people who will try my mod will have CoS installed so that's why I'm using its features] )[/quote] That's act
[quote who="Marty Ward" reply="43" id="3422200"]I'm new to the game. What is a henchman and how do you get them?[/quote] A henchmen is a special unit type unique to the Altarian faction or custom factions based on their blood type. A Henchmen can be designed and customised, and can be trained in a city, but is a hero unit - it has an inventory and can use hero equipment that you find in goodie huts and quests added and removed, and it can learn skills and paths just like oth
Out of curiosity, is that temple using one of the game's existing art assets, or did you add it? Looks great, btw :-) As far as brainstorming - you've set a bit of an exclusionary filter by specifying that this is trying to re-create a game that many (most?) haven't played...entertaining to watch the progress though. If I may be so bold as to make a request/suggestion - perhaps you could divvy up the things you're creating ala-Children of Storm so that on
You didn't hear about the new wave of city ordinances banning unleashed pets? :P
The "slave" ability is -1 Hit Point per Level, -10 Accuracy, -4 Initiative, reduced unit build cost (by 20 "points" per unit in the stack), and elimination of the unit wages, not just -10 accuracy. Personally, I think the accuracy malus isn't nearly as big of a handicap as the initiative malus. For an upgraded fortress, it can be worthwhile to produce "elite slaves", that at least use armour and a decent weapon, though probably not worth spending crystal on.
Ignore - hit quote vs. edit [e digicons]:blush:[/e]
Interesting screenshot of unit design - the unit appears to have chainmail selected and equipped, but without the chainmail proficiency? Also - Encumberance? Was the wrong screenie attached?
[quote who="joeball123" reply="14" id="3421445"]Just be aware that blowing 30 population and several turns of production or a few hundred gold to get +1 population growth isn't always going to make the city reach the next level any faster.[/quote] The pioneer doesn't have to be built in the city you're building the Outpost+Consulate for...if you've got gold to spare (for rushing the outpost + consulate) and a pioneer from another source, it's just a straight net +1
[quote who="Raiddinn" reply="10" id="3421431"]As far as I can tell, it heavily favors custom units. Basically to the exclusion of everything else.[/quote] Which is a Good Thing (tm) because the stock units (I mean the ones that unlock with the techs, not the pre-designed AI units) are generally not very well optimized.
Also, you may want to try Hellions' "Champion Bonanza" mod, which adds some additional undead heroes. https://forums.elementalgame.com/445026/page/1/#3381357 If you want more fantasy races in general (including an alternative take on an undead faction) you should try Heavenfall's "Children of Storm" mod (which also has a number of undead champions, though they're based on the undead faction in th
[quote who="Ericridge" reply="5" id="3420804"]Unless we can train a governor..[/quote] All Empires (Sion) and Altar (Henchmen) can train "governors." When trained by a fortress with Command Post = +3 levels, so that's 5% (base champion) + 15% (Commander) + 10% (Administrator 1) + 10% (Administrator 2) = 40% Unrest reduction when just popped out of the unit factory. You can give them the "Veteran" trait for another +1, but it raises the wages and is generally overkill.<
There's this thread: https://forums.elementalgame.com/448965 ...but by all means, please get more people to back this :-)
Mostly I'm just wondering why that works when the above doesn't, and thinking that it would be an acceptable workaround. Or does the Legacy protection not extend to spells?