I take it this only means games played when modding is off or is not using custom Mods or core folder files? I do play modded bigger than normal maps though, so I suppose you don't want that. I do find that the most likely time to crash is new turn time when one of your cities is just finishing a production and/or a message dialog comes up, especially when you have had the same gaming session open for a long time. Are you considering any of the recent feature requests,
StevenRLynchAbundanceThatIAM
I think the devs have made each of the healing potions one use per battle only - I don't think there are any healing potions or other health restoration items left that a hero can use more than one of that type per battle.
Yeah, I think if any of the custom resource site files are in the mods directory it stuffs up resource generation for the map, even if it is already in the proper place in the core files. So you might want to change directions so that you "move" that particular file, or "copy" that particular file to the core files directory and then delete it from the Mods directory. Do you know when you'll be updating the mod for the Undead DLC? I very much appreciate all the work yo
Thanks Derek, I love the game and I love your involvement in it. Since the WOM days it has been polished and tweaked into an excellent game, bordering on classic or masterpiece. It's wonderful that you've been able to live your dream too! [e digicons]|-)[/e] [e digicons]:star:[/e] [e digicons]:sun:[/e]
I only used Salted Pork because it was a starting item at shops and it was easy to test. What I would like is stated at the start of the OP, and includes things like expendable Tomes or other one-use bonus items. I suppose it would be even nicer if we could control the number of a particular item that can be bought by any player (or sold from a particular player shop), but I thought it was more realistic to allow prereq tags to also restrict use of one-use items, like they already
No, it doesn't appear to work, at least with Allegiance or Unitstats. I overwrote the Salted Pork item to have a Kingdom allegiance, tested it, then instead to require Unitstat Armor Proficiency of 1 (Chain Armor Proficiency), and tested it. Both times I used the same Empire Sov with no armor proficiency. It still worked, it wasn't blocked, both times. [code="xml"] <br
I'll test it now.
Can you have prereqs for using a usable item?
Maybe it's because of the solar eclipse. ;-) Making everybody (at least most people) nice. Stranger things have happened. ;-)
Oh, okay, so you can use unitstats in that way. Well, that's handy to know, thanks a lot for that. =)
Will you also be pushing the fix for Morrigan's Call, since that was checked in for the next patch?
I'm thinking that it's too big to have each research of the repeatable techs worth 10%. I was thinking of replacing the infinite techs with one +10% tech and then a repeatable +1% or +1.5% repeatable tech. So after forty researches of the same tech (which the AI can do on high difficulty levels) you would have +50% or +70%. I think the repeatable techs should only be there to provide a reasonable but minor boost to whatever they are boosting, rather than a massive bo
Actually, you might find that in some sections of the regular population too if you talked to them about tech subjects. Remember, the internet comes from the regular population too, so it makes sense that some people would be knowledgeable and some not so much.
The original poster can always move the thread. Just edit the OP, click Category, and then choose the forum/sub-forum where you want to put it. It's really quite easy. =)
EDIT: Since I know know that you can do all sorts of things with skills and equippable items, I now restrict the request to preventing units using certain items if they (or their player, as relevent for allegiance, tech, global resource value or player skills) don't have the correct allegiance, tech, global resource value (does not need to be taken away, although this could be an option which could be on/off for each resource to take away once it has been determined they have enough that
So was the clay pits and the new resources not showing up a problem experienced by just one player? Or was it more widespread? I'd love to give this mod a try, but I just need to make sure that the resources will work.
I don't think so. iOS is a proprietary operating system in competition with the relatively open Android operating system setup - besides Linux is more adaptable with Windows users than Apple is adaptable with Android (read: Google Android OS phone/tablet) users.
Note, you changed the spelling from "Sorcerer" in versions before 0.01g to "Sorceror" in 0.01h, so any Sovs created with a previous version need to be remade or have their XML files edited for the Sorcer(e/or) skill to show up. Note I don't think the Quickcast spell is working - I cast it, then cast another spell with 1 turn casting time and I have to wait for the 1 turn casting time. Have you successfully got it to work so I know what to do next time?
How about this for a combo: get Water magic from an early Hero (Steal Spirit) or Pariden, use Empire and choose Death II for Sov and Death Worship for Faction (I also used Undead, Gravetouched and Rebels). I've having an epic game of 1 Undead Conclave town with outposts against the world - my Sov and Bacco and 5 ghost units with Maces and 24 armor and as as many initiative boosting items/effects as possible (try Amulet of Haste, and Amulet of Haste II or III from Primal Savage'
There are just so many ways you can design units for the situation, that the AI would be hopeless at. But I strongly suggest you make some unit designs for the AI to use - unless you are on one of the difficulty levels above challenging, when all their units are good because they get about 5 traits for free. =) ;-)
It works on the Comodo Firefox offshoot IceDragon too - I would guess that the Comodo Chrome offshoot Comodo Dragon would work too, but I normally used it in private browsing mode. I like Ice Dragon Firefox and use it as my main browser now, including Disconnect add-on. Other Firefox add-ons I would recommend are Karma Blocker (pretty simple to whitelist sites you want to allow, and other sites get rated based on the number of adverts etc.), Google Privacy (works for other major
Primal, to prevent the building of multiple versions of the same vault giving more Arcanium, I suggest you link the Arcanium production to the Core Hub (level 2) for Vault I or level 3 (Vault II), 4 (Vault III) or 5 (Vault IV) levelup buildings. Although it means you will start accumulating the resource as soon as you get to the required level, the big advantage is that multiple vaults simply unlock more shop items - they do not make Arcanium points easy to get. And every city get
I haven't had this problem in the games I've played, so I don't know what's causing it in your games.
This reply post deleted (OP still relevant).
Here's what I'm trying to do. I don't like how Dodge becomes meaningless when the Training Techs are researched huge numbers of times. Even on super high difficulties I think it's too much that a stat, like Dodge may as well not be there if a computer side goes overboard on Refined Training. So I decided to make it so that sides can research two different once-only techs of +20% Accuracy each, and the second one costs 50% more than the first. This allow