Actually, defending armies always start in defending mode. Attackers never start in defending mode.
StevenRLynchAbundanceThatIAM
Yeah I know there was a Tome of Light, and that a Tome of Dark can be created. I think it would be best if they require the correct allegiance as well as the Spellbooks tech and Decalon race skill, though, if it is possible for a certain Allegiance tag to be required for an item to unlock. I think Decalon should cost 2 points. Remember, as well as Spellbooks it also gives Arcane Monoliths.
Actually, you might only be able to limit unit design items to Vaults of the same number and City Type. SECTION 1 However, to do this I think you would need to have 9 different custom resources (Local to the city they are in): - the requirement to have a certain level would mean you would need to have the Vault 1 Items require a resource produced by Level 2/3/4/5 City Hubs of each City Type (one Resource for Town Vault 1s, one Resource for Fortress Vau
So Vault 1 would require City Hub 2/3/4/5 of a particular city type, Vault 2 would require City Hub 3/4/5 of a particular city type, and Vault 3 would require City Hub 4/5 of a particular city type? As well as the Tech pre-reqs of course. With the local resources, unless you wanted to refill the resource each time the hub changed/didn't mind how many of the items are produced on units, it would probably be better to tie the resource to the level-up improvements of a certain
Although that does make the Decalon a lot less useful, in fact, unnecessary. =) Is it possible to make a Tome of Light available to Kingdom factions with Decalon race skill (and Spellbooks tech) and a Tome of Dark available to Empire factions with Decalon race skill (and Spellbooks tech)? Does the Allegiance tag work for whether a particular item is available in shops, etc.?
Well yes, if they did change it, it would have been in 1.4. With regards to the CityHubs, does that mean you can require a certain cityhub (or even better, level-up building as you still want to allow above level 2 to build Vault 1, above level 3 to build Vault 2, and above level 4 to build Vault 3) for the vault spells and maybe only being able to build at certain places? If you can't use the improvements themselves for restricting training to one city, is it possible you
Did they increase the population needed for level 2 up to 60?
Alright. Nice mods though (by both of you =)).
I think the AI cities get a bonus on top of the default yield, in return for not being able to reroll for better positions. Of course this means sometimes they get better results than a human starts with. Of course, you can just take over their cities. ;-)
BIG SELF-PLUG ALERT!!! =) ;-)
There are some summoner units in one of the mods I use that can summon elementals, so it is definitely possible for regular non-henchman units to cast spells, even ones that cost mana (like the elemental summoners).
Oh, and I use XtraAccessories and XtraMonsterLevels & Movement too. =)
Elemental War of Magic was bad, Elemental Fallen Enchantress was good, Fallen Enchantress Legendary Heroes is great, and getting close to classic or legendary. ;-) =)
I think it can be cast multiple times on the one city. Check your unrest - you need to cast Dispel Enchantment one time on that city for every Antipathy curse there is on that city.
He has made special mods for people before, he definitely wasn't "fishing for karma". He is just a happy modder wanting to make the game fun for people, even though he is a Primal Savage. ;-)
I really like your mods, Primal Savage! I use Xtra-Savage settings for my AIs (latest 1.4 CoS game I used Challenging for World Difficulty) - which are very competitive but don't get absolutely overwhelming bonuses like in Insane. You need to play very well, but their bonuses are not so Ridiculous that they are Insane. ;-) I like the Beer mod, and the TaxRates mod, and I really love how you've set up the shops in this mod so they have random items! =) Did you
The table's values look good. So it was good that I mentioned the horse/warg costs, so you could update the buy costs for everything too. =) Have you updated the mod with these values?
Might I suggest a higher cost/value for horses and wargs? Considering the default output of metal is 1 per season (and is expandable to 2 or 3) and I think the default output of horses/wargs is only 0.2 per season (without any expansion possibility), it might make sense for horses/wargs to cost/be worth more. Maybe roughly 4 to 5 times more expensive than metal? What do you think?
Dancing Boots II seem to have the same stats as the original Dancing Boots, though I suppose it could be because the Dancing Boots are so rare. Anyway, is it intentional?
The Marsh wildlands are about the only wildlands that has a big boss that you are allowed to settle BEFORE killing the big boss. All you need to do is raid all the loot squares to clear this wildland.
Or of course they could use your mod and get special Kingdom bindings for all their shards. =) ;-)
Don't worry about, I didn't see the error either. Actually, I have made the same error, once or twice until I recognized it. =)
Good catch! =)
I don't see anything that likely wouldn't work. Other modders, do you have any ideas?
Well, since Primal Savage burst onto the scene, he has made many mods. I'm not surprised if one slips through occasionally. =)