A couple bugs I have seen as well. 1. Debug error states a problem with the "Smoke bomb" ability. Debug Message: WARNING: Spell Smoke Bomb has no target type, but has city or unit target modifiers. Need to specify a spell target type to know which types of units or cities are valid targets 2. As notes above NPC that join after quests are only semi-functional. Can not equip them or trade. They do move and fight. 3. Floating weapons do have a delay in
Capn Darwin
Heavenfall, I'm running this mod of yours and ACP and hit a snag with all of my save games (one direct and two auto) loading up with a blank map and no data. This hit about turn 242-245. My save at turn 213 is just fine. I'm not sure if something in one of the two mods broke with level 5 being reached in adventuring. I was able to snag a number of the weapons caches that were on the map (3 level 5s) without a problem. This is the first major bug I have hit. Great mod though. I
My direct game save and the two autosaves from the turns previous are all not loading correctly. I get an empty game map with no data of any kind in any location. Pissed off too since I was going to finish the game tonight after a great Christmas day. I have no way of posting the save games anywhere, but if a dev wants copies of them I"ll be happy to e-mail the last good save and all of the bad one including on I saved from the bad load. It is smaller in size and shows no player info when loo
John, Check the range on the bow. If you are out of range and click to attack your guy will move to get in range then fire. It could be that the range on the bow is very short. I have yet to run across a bow. Be nice to though.
Same thing seen in my current game. My Sov is on horse using a bow and the delay is there. Worth a hotfix I would say. I will avoid mounted archers too at this point.
Heavenfall, Great mod! I have been combing the land for goodie huts again. I do have a few questions. 1. Is it possible to add a value to the items for those rare times you want to sell one of these weapons? I'm not look for big bucks but something at or above the basic weapon cost. 2. Is there any way to have NPCs generate with a small chance to have one of these weapons? It would nice to see a few of these guys/gals with a unique. 3. I'll cast my vote f
There has to be a duration mechanic in there. Haste, slow, dominate, etc all have a duration on the tactical map as does the new flame spell that burns in a square for a nnumber of turns.
The AI may need to know which spellbook to draw relevant spells from based on the shards it controls. Just a wag from my perspective on things.
Stuie, Better as in not crashing, or playing longer before crashing? Have you tested by running a save both with and with the cleaner to see the difference? I'm curious. Thanks.
Same here. Only in to season 174 and two crashes (freezes, game just stops running). Debug file shows no errors. Only common theme is garbage cleanout followed by ZOC calc. Game dies right after that. Does not appear to be combat related since I;ve had on freeze post combat and one just moving on the map. My rig is Win7 32 bit, so we are covering the system spectrum here. I was also running quite well with the latter betas as well. I also took out older mods just in case. I hope they
Heavenfall, A couple questions. 1. Will this list apply to the projected weapons as well? If so how about a range booster and detractor. 2. For hand to hand (HtH) weapons, how about a Thrown ability to give the weapon a 1 or 2 hex range. Also a Sweeping ability to hit more then one target. Other then that, a very awesome list. Can't wait to see it in action.
Derek, Thanks for the hard work on the patches. The game has definitely stepped up to being a lot of fun to play again. I have a couple of bug/feature items for consideration. 1. I'd love the ability to mod the two name ruleset files. There appears to be no way to effect these files in 109 and I have a set that worked well in the early version (albiet through data.zip rebuild) and I'd like to get hem back up and running. 2. AI should not be bravely charg
I'm seeing it too, but it only crashes if there is a unit in the queue when I click on it. Level of city has not mattered having gone from 1 to 3 with this issue. I have been able to train without crashing when the queue was empty. Debug file does not show anything when my last game crashed other then a ton of missing sov spear_idle and twohand_idea animation calls. Plus the name rulesets files still won't mod. Bummer
To build squads you have to build command centers (after getting the tech for them).
SD needs to fix the tech Preqs so the shortbow and longbow can only be researched after the fortifications/archery/range stuff is "discovered". That would help reduce the confusion of being able to design units you can't build.
I did too until I looked at the tech trees. From the kingdom side you need to research fortifications to get to archery which unlocks the range which can only be built on level 3 cities or larger. You also need to research Archery (from the weapons side) and Advanced to get the better bows. It is a bit of a mess. Bows also seem to not hit certain targets, and then hit others in the same army just fine. Weird.
I made a new Sov, grabbed a number of shards, researched the spell books, but can't, in combat, cast attack spells. It says not enough mana, but yet I can cast greater haste at some large number of points. Now my first test game used and old Sov. I could cast flame dart, fireball, etc, but had none of the new book spells (no t-ports, etc). Not sure what the issue is. Anyone else had this problem?
Actually you can do this with any summoned creature. I was able to spam a good number of stone giants and bears. It does eat away mana from the global pool if the number of summoned creatures exceeds you input from sources. They need to make it so summoned creatures can't cast spells.
Can we also get the Arcane Knowledge and Tech points each city is making. Helps in seeing where to place certain buildings. Thanks.
Here is the code I use for both. It does a decent job of more realistic names. Not perfect, but I see if I can adjust once we get python ability to get names with multiple words or dashes, etc. [code="xml"] DisplayName DisplayName,TerrainNam
Check out my comments here on how to get the files to work in game if you mod them. https://forums.elementalgame.com/397243
BoogieBac, 1.09 is still not letting me mod the core name files (world and unit) via mod folder overwrite. I'm going to have to do the corefiles folder and data.zip thing to get them back in and functioning. I posted this question elsewhere without an answer. What xml files from the core data folders are not capable of being overridden by a modded file? The two name generators are at least two that I know of. Thanks.
1. We need to know if the XML files are overwritten by a mod file or appended by a mod file. I know I can add a spell to the game and in a book by just having the discrete spell info in my file. This would say append. But I've also had a copy of the entire book and the copy appears to be used. This would say overwrite. We also can not mod the name rulesets. So no overwrite. Confused. 2. Need the ability to test mods on save games. Need a switch or something to allow the game to rebuil
No, this effects the ranges attack ability (spelldef) that all bows have. Probably need one for the catapults too.