Great, just what we needed. Now let's see if I can complete my first playthrough of this game.
LordTheRon
I've had the same thing happen a few months back. Derek took a look at my debugg.err and concluded it was a problem with an invalid item in a mod. I uninstalled the mod and the problem was solved. Are you using mods? Your save is probably doomed though. :(
Interesting, kepeing an eye on this one.
Ahem, yep found the scrollbar, working as a charm! :) @StevenAus, I found a clay pit right next to my city so no problem at all. Only played for half an hour, but loving it. The new spell books are fun and there's so much to summon now. Great work once again abob, thanks very much! Will post more after I've played more. Sadly not that much time the upcoming days.
Oh dear... I feel a stupidity award coming up... ;) Not behind my computer now but I'm pretty sure I just missed the scrollbar. Will confirm this later tonight. Everything else is working just fine, so I'm pretty positive I just missed the scrollbar. :(
[quote who="abob101" reply="151" id="3414948"] @6357brussell - are the other D&W gfx working ok, i.e. ability icons, spell icons etc? Check that the file "trait_tree_unit_summoner.png" is in your Mods/Gfx folder. If you've installed the mod correctly the default location for that file would be: ...\Documents\My Games\LegendaryHeroes\Mods\Gfx\Demons and Wizards Gfx\DW_Summoner_Gfx\JB_Misc_Icons Confirm that it's there? T
Wow great work once again abob! Downloading as I type this.
Those undead horses look great by the way!
Hey that's a nice surprise. Gonna have to try those undead tomorrow. At least on paper it's the beat DLC yet!
Awesome! A new game next week with version 1.4, CoS and Demons and Wizards. wOOt! [e digicons]:drool:[/e]
Are you still working on this great mod aBob? Don't want to push you but I'm really looking forward to some of your new features or has the 1.4 patch given you extra work?
Thanks for a new update! For new spells I would love them to be compatible with Abob's demons and wizards mod. Your mods are my favourites by far and currently complement each other very nicely.
[quote who="abob101" reply="6" id="3398667"] Yep second that, great to have the FE scenario added. If there is any chance of getting the AI to cast the odd tactical summons? Seems to be something that prevents it, there never seems to be a tactical summons used by the AI ever. Um, please? [/quote]+1 this cannot be repeated enough!
Thanks for the continued support Dhuran. Very nice mod. It's good fun playing against the Cultists too.
Those are difficult, cause it's very hard to grow them. Levels 3 and 5 have some really good fortress upgrades, but you'll never get to them with only one grain. The best fortesses have some essence too imho, since the cityspells that buff the units you produce there really make a difference. I don't bother with 1/4 tiles at all and very rarely put up an outpost on a 1/5 tile. IF I do it I turn it into a fortress to get some quick units out. If you have a good town running
After a few summoner path games I agree that Dragons are huge fun, but I also agree with Manii that in the current version they are too easy to obtain. Beelining dragons means a sure win. A dragon is so powerful in the hands of a player that it's basically game over for the AI when you get one, especially since the AI doesn't summon them. I cannot give enough praise for this mod though! If Brad manages to get the AI to use summons better, the mod's star will shine even bri
[quote who="Haydun" reply="34" id="3394525"] My deepest respect for you, Derek (Frogboy)! You have the only company i can think of, where i spend my money with a good feeling, because i know that you deserve it, that you will use it fair and that you will create greate stuff with it! And you just proved me right once again. In a time where nobody seems to have much interest in developing strong, non-cheating AI's. you really shine.<
[quote who="Borg999" reply="26" id="3394385"] SD, I'd just like to say that IMO, if the loot pack doesn't sell as well as the previous DLC, it's not because people didn't want a loot pack, it's because of the contents of the loot pack. From my perspective bows are underpowered (for sovereigns and heros) compared to swords and other weapons - because of the significant initiative reduction and the low damage, and personally I never used cursed items, of whi
Chiming in late, but I agree on what Sjaminei, Heavenfall and others have said. Summoning is worth it. All good players will rather summon that extra 'fighter' as MarvinKosh said then buffing a unit. The AI seems very fond of buffing. While buffing can be nice, summoning gives you an extra creature and thus extra attacker or diversion (aka cannonfodder). I hope the AI can adjust to that, cause with the great summoning mods out there, summoning is not only effective but fun too. I'
Going to start a new game with the loot dlc installed and 0.3 of this mod (finally finished my last game with still 0.2 installed). I don't think it'll cause any problems, but I will report if I run into problems.
Yay, more content! Time for a new game.
Bump! Really want to hear Stardock's comments.
Happy birthday Stardock! And showing that box, daring... very daring! Brilliant spaceship. Reminds me of A Hitchhiker's Guide to the Galaxy. [e digicons]:grin:[/e]
Same here, this was introduced in 1.3. Hardly gamebreaking but annoying nonetheless.
[quote who="onomastikon" reply="15" id="3391793"] One other thing I have noticed that has not improved with 1.3 is the popup which occurs when a village obtains level 2 and one must choose which path to take. When this screen pops up, we are not shown the city's tile yield! How many materials does the village have? We cannot click anywhere to find out. We can see production, but not materials, for instance. It would be nice if we could close the screen to look around a bit, or