"Deleting" it in that fashion will leave the XML behind, but it will change the "IsSovereign" flag in the XML so it doesn't show up as an available Sov. As an alternative to deleting the Sov/Faction, you could also edit the backstory in the XML file, if that's all that's bothering you.
Crastiloowa
I was playing with this recently. What's really interesting is that the -100% multiplies the effect of any city +research improvements. So if you e.g. build a Study, you will actually net decrease your research rate [e digicons]X|[/e] (make sure to raze any such structures if this effect applies.) Now that's what I call some hardcore devotion to the party lifestyle! On the flip side, empire global research improvements (e.g. from the level
[quote who="Primal_Savage" reply="5" id="3416086"]Wanderlust maybe? --> Quest maps are underrated, but you still need 100G to buy them.[/quote] 150 Gildar as of latest patch. EDIT: Not sure where I got that, but it's not the case.
[quote who="Raiddinn" reply="25" id="3416073"] I have so far played without mods, so swamps still prevent me from building things. I snake all my cities, so it prevents me from putting crystals and whatever else inside the walls.[/quote] Note that you can convert a swamp into plains (or hills, etc.) via use of raise/lower land spells. That might help with your "snake to protect this critical resource node" scenario.
[quote who="Primal_Savage" reply="22" id="3416054"]And I think CoS may have a race w/ no swamp penalty (Lizardmen?).[/quote] In the Stormworld (for base FE) mod, Greenskin and Lizardmen factions/races had no movement penalty in swamp. The Greenskin faction is not in CoS, and the Lizardmen race no longer has the ability.
[quote who="Borg999" reply="6" id="3415973"] I have never every seen a shortage of clay pits though.[/quote] The first three LH games I played I encountered zero clay pits until the game was won (didn't check to make sure there weren't any off-screen in fog of war though.) Yay for isolated data points! :-)
[quote]Conquering a city now reduces the city population by 75% (was 50%)[/quote] What was the motivation for this change? To make it even more likely that captured cities would be razed (perhaps the AI was having trouble knowing when enough cities is enough?) I didn't hear anyone complaining about this, at least in these forums...
[quote who="Primal_Savage" reply="5" id="3415808"]You may be colorblind if you don't see it...[/quote] Care to let us colorblind souls in on the secret?
You can make equippable items unusable if you give them a GameItemTypeArtDef whose GameItemTypeModelPack doesn't specify the undesirably type of unit's unittype in a SupportedUnitModelType node. So you could, e.g. make an item that is not useable by Wraith units by not including [code="xml"] WraithFemale WraithMale</SupportedUn
Raise/Lower Land preserves roads (since you can't actually create impassible terrain with it.) EDIT: gotta watch those ninja parrots :-P
About the only one I agonize over is the level 5 fortress ones for smaller maps where you can't afford an "unrest only" fortress. The rest are usually pretty easily decided depending on where the game is (and some I basically never choose.) The problem with the "no unrest for *this* city" conclave/fort improvements at level 4 is that by the time the city reaches level 4, either I've already built them for this city or I've got so many other unrest reduction modifiers
I don't know of it would work for a non-tactical ability, but the Staff of the Furnace (Staff_Furnace) grants the Flame Dart ability to a wielding unit using the UnlockCombatAbility tag. You might be able to: 1) Create an ability that grants the mana per turn 2) Create an item that grants the ability Again, haven't tried it.
...but is it from a Twilight apiary??
Note that for the most part it won't update currently active games - you'll have to start a new game to see all of the improvements.
Suggested replacements: "Security can only be ensured by the blade, and the willingness to use it." "The only certain security is a good blade, and the ability to wield it." "The security of the wielded blade trumps the feeble security of quill and ink." ...and, for the ironic among you: "Blades don't kill people. Badass ninja assassins wielding blades kill people. Have a nice day."
For the record, I've been successful playing Fallen Enchantress (not LH) which according to Stardock is even less optimized for GPU performance, on a Vostro 1500 laptop with an Nvidia 8400 GPU (granted, with a lot of the graphical options in the game turned way down.) That machine's half a dozen years old or more. The above specs for CPU + GPU are much better, so it's not just a "poor hardware" issue. It seems like it must almost
[quote who="onomastikon" reply="96" id="3413258"] EDIT: Argh sorry, didn't see that this thread is from the summer and had just been reanimated with necromantic powers. Sorry [/quote] Leftover effects of Halloween :P
I believe the Morrigans' Call spell (+1 growth per death shard) is available from the start if you pick Death magic (based on watching a let's play). Does the outpost upgrade that provides the +1growth to the attached city work for Undead factions? Also - it occurs to me that a custom race with Undead blood + Death Magic (for Corruption to turn more shards into Death shards) would be a good idea.
[quote who="Stridefar" reply="8" id="3413061"] Hi guys, I started this game in 1.3, but downloaded 1.4 when it was released. So the first time I used 1.4 I also used a 1.3 saved game. Everything worked well for several days in 1.4 but then the turns started to slow down and finally the crashing started. I did not continue to use the 1.3 saved file and have been saving 1.4 saves as new saves. Stridefar
Also, remember that conclaves can add Oracle at level 3, thereby unlocking all the essence requirement buildings (their xEssence multipliers will all be horrible, but something > nothing).
[quote who="StevenAus" reply="380" id="3412890"] If you do, the race abilities combine (I saw it), probably some other things combine too. I deliberately removed CoS so that they wouldn't conflict. When Heavenfall gets his new GPU, then he'll be able to make CoS compatible with the new DLC. And btw: congrats Heavenfall if you were involved in making this new DLC. [/quote] Can you be more specific? I really enjoy CoS, and I'm considering gettin
Just to play devil's advocate - what should happen to any milita defenders that are wounded and/or killed in early "rounds" in later "rounds"? Should they enter the next fight at full health, or should they start off injured (or dead, as the case may be?) From the perspective of maintaining verisimilitude, they should retain injuries (or stay dead), but probably from a mechanics perspective (this is a handwavy design thing to prevent the old-school option of actually buildin
US Price is currently $4.99, which is currently 3.64 € according to Google. Currently 5.00 € ~ $6.85 US. FWIW.
[quote who="XWerewolfX" reply="110" id="3412676"] Why not drop it all and just call the franchise Legendary Heroes?[/quote] From earlier in this thread: https://forums.elementalgame.com/449294/page/1/#18
Has anyone tried using the CoS Undead faction after having purchased the new Undead DLC?