It also increases the amount of accessories that a unit can be trained with. But that's fine, accessories are so expensive that if you want to max out accessories you'll be going through your (esp.) crystal reserves very quickly.
StevenRLynchAbundanceThatIAM
Yes. The slippers are custom sov only, the lollilop is random only, but very rare apparently.
If you are sure it didn't change it I would think it is a bug.
It only halves physical attack. If a creatures attack has a low or zero physical attack component then things aren't really affected.
That's an interesting idea. Although I don't know how you'd be able to get so many horses/wargs etc, even if all of the defeated sov's heroes' inventories were compressed into the defeated sov's inventory.
I remember a time when they never left their territory, so it may be that they solved the problem, but new code changes brought it back again.
As long as you've got one more square of forest, you can build it anywhere that starts with a forest. But you can only build it on any forest if your city was next to a forest initially.
[quote who="markgil" reply="125" id="3401649"]"Everyone has to make their own decisions." except of course the countless billions of farmed animals who have no choice or decison in their pain, suffering and brutal deaths. "Being entitled to your own opinion is totally fine. However, a personal choice stops being just that once it interferes with the life of another being. The "right" to do so is only make-believe, ignorant tradit
[quote who="markgil" reply="122" id="3401641"] not having a central nervous system, how is it possible for a plant to register pain? if you believe this kind of false logic, you would no sooner cut your lawn then you would chop up a live dog. http://our-compass.org/2013/08/20/4-reasons-why-the-plant-sentience-argument-doesnt-work/[/quote] You check it out. You will find many interesting things that have been discovered when things have been hooked up
SUGGESTION: _REDEFINE I think something that would be very useful, is the ability to redefine the abilities of any XML, while leaving anything not specifically redefined exactly the same. This would be hugely useful for modding, and choosing when you want to add abilities/stats but don't want to include the whole file, like when you want to edit DLC items without providing the item to those without the DLC. This would be done by adding _REDEFINE in capital letters to
SUGGESTION: _REDEFINE I think something that would be very useful, is the ability to redefine the abilities of any XML, while leaving anything not specifically redefined exactly the same. This would be hugely useful for modding, and choosing when you want to add abilities/stats but don't want to include the whole file, like when you want to edit DLC items without providing the item to those without the DLC. This would be done by adding _REDEFINE in capital letters to
They've hooked up plant material to a polygraph and it still has a reaction to being eaten. They also get upset when you try to burn them...
All game related XML data is stored in the savegame, so yes, you do have to begin a new game for changes to take effect.
They stopped boosting elemental damage with +Attack bonuses because elemental damage ignores armor. Elemental damage is still pretty powerful, even though you can only boost it with elemental trinkets. And for a neat combo to make your elemental staff-wielding units more versatile, combine ice staffs with the Heart of Fire city enchantment (a 3+ essence city is best for this). Your attacks will do both ice and fire damage, so even when attacking ice resistant or immune units
The Inelectable Vision (or whatever it's called) spell reveals the whole map. The AI is not meant to be able to cast it, but sometimes it does. It is a bit silly because on higher difficulty levels it has the AIFogOfWar cheat that allows it to see the whole map anyway.
AIIntelligence affects how much time the AI is allowed to think (thinking times). So it's using the same algorithms, it just takes longer to end your turn (I think).
I've found a bug - when you're selling 10 Crystals, it still requires 100 Crystals (it says that the cost of the Sell 10 Crystals spell is "100 Crystals" in the game). I think all the other selling spells work correctly, AFAIK.
I tried removing all of my code from the Mods folder and just editing Heavenfall's CoreUnits.xml replacement file. But that didn't work. I tested, experience was still being divided even with only Heavenfall's changes, edited to have the tag set to 0. So it suggests that maybe something has changed under the bonnet between 1.1 and 1.3, or the way you did it doesn't work when there are lots of mod file changes. So what I have d
[quote who="parrottmath" reply="69" id="3400116"] Quoting StevenAus, reply 67 Derek and Devs, could you make it so when you redefine an existing hero in the Mods directory, ALL properties of that hero are according to the redefinition? Currently, even when you redefine certain tags related to experience, including , it just does not work, and you have to edit the core files. Since you are already making a change for techs, it would be
I tried removing my modification files and just changing the files associated with Children of Storm. With only those files changed, it still didn't work. So I'm not sure what is going on. If people are running Children of Storm or other mods, it may still be necessary to use the NoXPSplit core edit files. Then again, there could have been changes in the underlying code between 1.1 and 1.3. Or it matters where the tags are put.</
Note: there was a file in the 1.3b (CoS) version of NoXPSplit that was not up-to-date. Please download the latest version.
Thanks, I must have created the faction when I was using the Immersion mod, and its settings were saved in the Race directory, even though the defaults have changed.
I wonder how it got to 500 then? Without mods it is still at 500. I deleted the entire Data\English directory and redownloaded it all, so any core edits from Immersion mod which I've removed should no longer be there.
My games seem to be starting with 500 Food Per Grain. Trouble is, even with Use Mods off, it has this. I have recently redownloaded all the files and directories from Data\English, and only replaced two - CoreQuests.xml and CoreRandomEvents.xml. What is the normal starting food per grain meant to be?
IMPORTANT: Primal please see this post: https://forums.elementalgame.com/448429/get;3400053