zoom down to town then back out again, only does it for me if i save a game, nvidia here
EviliroN
LOL http://www.youtube.com/watch?v=gldlyTjXk9A anyway, im just trying to help you bug test, no inquisition here :)
also........... :) the holy temple....gives unholy mana? [code="xml"] Resource UnholyMana 1.0 1 Player AbilityBonus <
i believe they have yet to be released
also purge seems to miss and just says "Purge" in red but no damage :)
a quick suggestion, 1.08 changed the way the shop works, maybe check it out first?
weapons already seem to overpower defense, so i wouldn't worry about that. but i did lower most store costs, of weps/armor and left the unit costs the same
I too used that code and while it didn't CREATE a data.zip all my personal mods and gnilberts are in the game. i suggest just renaming the data.zip so you can always change it back if you want, easily.
1.08 is great. i blasted through 450+ turns smoothly just to test things... [quote who="dawgs4ever" reply="25" id="2774596"]If possible, please add to 1.09 or 1.1 the ability to turn off animations in combat. Even better would be the ability to toggle only certain animations - I want to keep the magic animations but disable everything else to GREATLY speed up tactical combats.[/quote] how about a chess-like tactical combat appearance with cloth map-like pieces? &
[quote who="Kravick3" reply="99" id="2775190"] Quoting Baleurion, reply 98Awesome earth spells!! Is this 1.08 compatible? Im guessing not (im too early lol), ill check back tomorrow Right now its not. While the spell graphics do work, every spell cast will miss unless you use auto resolve. Turning the mod off (or deleting the files) allows spells to hit normally again in tactical combat. I have no idea if its the mod itself or if Stardock b
does 1.08 break any part of this?
Risk anyone :) 1 wood block = 1 army, not 1 guy
anyone tested if the AI uses this?
[quote who="hairrorist" reply="92" id="2771846"]Icecrown, this is truly great work! One thing you might consider is removing the dissipating smoke effect that occurs at the tail end of some of the animations. It drives me crazy to have to wait until every last particle has resolved until I can move or attack. I think this quick fix would catapult this mod from Great to Legendary status.[/quote] +1 there nee
this looks extremely interesting, thanks for linking me this hairrorist
25-35 around 30 yeah
don't forget the spell scalar, though. increasing tech levels and not the spell scalar means level 6 spells and level 1 arcane tech lol
isnt it the traders pack/pioneers pack that they have equipped?
WOW, my tiles look like crap compared to this lol i would like this mod when finished, for sure
also if you notice, the AI seems to concentrate housing in one or two large cities and still spam small ones near resources and never upgrade past level 1
materials are what comes from lumber. I also tried this and fiddled with the settings in elementaldefs.xml also, for unit wage scaling. in a current game I have a faction carrying a balance of -6000+ gildar, though it seems to slow city spam a bit.
Ravenloft_Faction_Custom.xml, line 49, Lord Strahd_-795198123-26 used to be Sovereign_Kingdom_Male_Basic . And not EVERY single unit that isn't female is a zombie, I meant, rather, every faction's male has a random chance to make one. that being said, where would i start looking as to why this happened, I'm 
Bump :)
[quote who="Heavenfall" reply="7" id="2768926"]Frogboy hinted that it was possible, but even when you have two improvements for one resourcetype, there's only one hammer to click. So we need to mod in a second hammer.[/quote] I'm just an idea man, that is out of my jurisdiction. having them upgradeable would be cool, and you could just subtract the time spent from the time needed.