I can't see how the mod would make things any harder than the regular game. It uses the same ship parts and doesn't change the number of things to render. Now if you make a really big galaxy and put all the races in their at once, that might do it. but you'd get the same results with that number of races anyway I should think.
catwhowalksbyhimself
Would you be interested in customized/tweaked tech trees for some of the races? It's something I've been meaning to play around with. In particular, the crystal people could use a tweaked one that stops referring to all the robotic stuff, but I'd be interested in making tweaks here and there according to whatever concepts you have for the various races. To be clear, I'm offering--depending on how long my interests last--not asking you to do a
[quote who="Gauntlet03" reply="489" id="3640361"] " Does this mean your sub mods are non-optional? Not sure I like that." No. If anything, you will notice that there are still individual mod folders for GRM, GRM-M, GRM-A, GRM-PRT, and GSM (if you care to download that last one). So clearly, yes, they are all removable. I suggest watching the installation video, it was updated specifically to deal with this change. Everything is simply put int
New problem--the modifications to racial abilities means that the default factions seems to no longer have any of the two abilities they normally have. Only a few still have them at all. This breaks nearly every factions that isn't one of your own. Edit: found the alternate faction files, so all is well with that. Still might want to consider GRM-A compatible versions of the regular game races.
Yes this is the latest version and the patch for the newest game patch. It is not race specific. I tried setting up a game with only base game races and it still crashed. It is crashing only during the world creation phase and how long it takes to do so does seem to vary. Something seems to be giving it problems when it tries to set it up. I tried restoring files and then completely reinstalling the mod, but that does not work either. That's while
And now the game crashes every time it tries to generate a new galaxy. Disabling mods fixes the problem. There are no other mods installed at this time. I don't mind playing without for a while, but since the game modifies base files, I'd half to delete and reinstall the game to makes sure everything is removed, which is annoying. Anyone else having this issue?
They are from the base game I believe.
Worked on forest tiles for me as well. I was able to use it to create a pretty sweet new city area that become one of my most powerful cities, so yeah, it can be very useful. I doubt it would work on already useful land, so look for the wasteland type areas and use it on those.
For my hopefully first completed game, I designed custom fire and ice mages. Basically, I added the trinkets the boost the same damage type and one that increases initiative, then added and + initiative and extra damage towards lower initiative units traits. This lets my mages attack early in the battle and easily take the down the big burly units quickly as well as deal with any melee units who try to go after them.
This has only happened once yet, but when I tried to use the Command ability just now (the one that lets a hero give up its turn to another unit) and the hero became the only unit able to take turn. I tried passing the turn, but the hero got another turn I tried moving, and that hero got another turn. The other units still are listed as having upcoming turns, but when that hero's turn was up, it always skipped everyone else. Once the battle was over, this ended.</p
I should add here that the Stormlight Archive also combines all the other series together, although it's somewhat subtile. There's a minor background subplot involving a character that keeps reappearing in every fantasy book being chased by a mysterious group of people made up of characters from his other fantasy settings. The big bad of this series is also related to the big bad of the Mistborn series.
It was decided that those two factions were not unique enough and there was insufficient time and budget to come up with unique mechanics for them as had been done for the other 8 factions, so they were removed.
It's working fine for me. I use it, and the enemies miss me most of the time, just like they're supposed to.
If you bought and registered WoM during the year 2010, you get it for free, in place of the free expansion that was originally offered as a buy early incentive. If you bought WoM after 2010, you get a discount.
You are seemingly forgetting that each specialization has it own buildings. Maybe half of the buildings are generic, like that garden you mentioned. These are generally meant to each add some small boost to certain things, like a small research or manna productions, or food, which every type of city needs in order to grow. No food buildings like Gardens, no level 3 cities. The other half of those buildings, however, are totally different. Fortresses get buildin
I'm pretty sure it was anytime in 2010.
I wouldn't call it counter intuitive, I would call it different. If you've played Civ or similar games, then, yeah, you expect yield to work if the city boarder goes over it, but there's no other reason to expect it that way, and once you understand how it works, it does change the way you look at city placement. Does the tutorial mention this? I did see it mention it, but probably wasn't paying that close attention.
I have an unlimited bandwidth plan. I host hundreds of mods for the game Freedom Force. Shouldn't be a problem. Also the site is mine, it's been up for 5 or so years already, and barring emergencies, won't go down without some kind of warning. The offer's there if anyone wants it.
If they had some kinda trait that forced any adjacent enemies to always attack them, it might help.
No you didn't, but we're trying to nail down the problem, and when eliminating a problem, the first thing you want to do is eliminate the dumb mistakes, because everyone, even the smartest people, make those from time to time, and they are by far the most common problems to be found in any situation. They are also the simplest explanation. Both of those reasons make it a good idea to make sure you know the difference between cities and outposts. There's no need t
Sounds to me like he thinks "defenders" mean selectable troops you can move out of the city and into the map. I myself did not know about militia until one of my cities was attacked and found my very inadequate army backed up by just enough militia to make a difference. I did not know, in fact, that you could view them anyway, so thanks for pointing that out. So yeah, if you're city was conquered without a fight, that's definitely a bug.
I would be willing to offer up some webspace and a subdomain if someone else would be willing to put the time into putting the actually download page up and uploading everything.
I'm wondering if for some reason the gold used by the AI to rush things isn't being subtracted from his total gold? That would explain the constant rushing.
Logging in makes no difference. The mod simply is not there. Again try it yourself. It's possible that it was there at some point but that something happened. Again, his other race mod can be accessed just fine. EDIT: I should say your race mod. Mixed up who was who.
Click on the link and try to download it yourself. Your other racial mod is there and that link works fine, but this one is not listed.