Does anyone know what could cause Haste to cost 128 mana, and the more expensive spells even more, even though the code is the same as in Path of the Mage?
StevenRLynchAbundanceThatIAM
Path of the Mage uses this code for mana spell cost reduction: Unit AdjustUnitStat UnitS
Edit the OP, click on the "Category" tab where it says "FE Support" and then choose the forum that you want it to go to.
I've had the case of losing by conquest instantly in my modded games, and also cases where the AI cast the Spell of Making when that victory was supposed to be turned off. It could be a hidden player casting Spell of Making or it could be something else. I'm not sure if I've had the AI cast Spell of Making in a non-modded game, but it might be possible. PS: You might want to move this thread to Legendary Heroes, or LH Support, both subforums of Fallen Enchantre
Yes, I do. It would be nice if the loot was more random in LH. PS: You might want to change the forum to Legendary Heroes (a subforum of Fallen Enchantress).
Yes, it would be nice to have it all aesthetically down pat, but if it works, and I can learn what connects to what, I think I will leave it as is, at least for the moment.
Even though it doesn't show properly which perk links to which one, I haven't noticed any skills that have been unavailable when using Heroic Pursuits with all the other mods that I have. Does it means that some skills block other ones, like Life and Death magic used to do to each other? Or something else?
Do I need to change the X positions?
Well, I've made a mod file which makes the forest leather compatible with all the new mod race models (as well as TheDead DLC04). Just put in your Mods\Z directory. http://legendaryheroesmods.stevenaus.fastmail.com.au/HeroicPursuitsSupportingMoreUnitModelTypes.zip PrimalSavage, which are the perk positions which are most likely to be incompatible with X D
Where does the Forest Leather Cuirass come from? It's not from BMB, it's not from CoS, I don't think it's from X D, and it doesn't seem to be a core or DLC armor. That one does not fit on newer modeltypes, so I just need to find where it's from so I can update the .
I just edited my previous post. Yes, I just checked, I am using the CoS compatible version. You've even got all the Faiths included (even though PrimalSavage has only done FaithAir so far =)), and other mod races like the Hashaini. Well done!
Thanks abob101. EDIT2: Looks like the ArtDefs are already defined for all the BMB Items. Good job on finding out the special nature of the Mods\Data directory!
I'm not sure if Arcalite is a product of this mod, but why is it that when you choose the skill to boost faction-wide production, that it doesn't boost that which is produced by the heroes?
I'm wondering, do these crash fixes work for pre-existing 1.7 games?
I don't get many crashes, but sometimes when there are two many things happening at once (such as multiple towns finishing production, research finishing, timed events triggering) it can hang or stall for a long amount of time. I tend to play really big maps such as in the XtraDeconstruct mod (13x10 sectors I think) but to counteract that I only have four opponents. I like to quest around the map, build up my NoXPSplit heroes, and I also use new skills and abilities from XtraD
What does moving the NecromancyRevamped folder from the Mods\Data directory to the Mods directory actually do? It would still be overwritten by the later XtraDeconstruct. Do you have any ideas?
What are the spider bodies? I don't have DLC05. Is that to build those Kasst-type creatures? What about the Empire-specific techs? Or do you show both Kingdom and Empire techs for all races (except the hard-coded Empire-only ones Trog and Urxen) with an Allegiance prereq to decide which one to use?
PrimalSavage, what if you use a Race with a non-standard Allegiance? Would I just need to edit your Tech Tree files? For example, I am running a Wraith Kingdom player.
Agreed.
PrimalSavage says I need to move Mods\Data\NecromancyRevamped to Mods\NecromancyRevamped to be compatible with X D, so I think that's it. I don't think I had a previous version in my Mods, but I'll check for my next game and delete if necessary.
I think the counter counts up (and never goes down), and some things you do can get you good stuff (reward) plus bad stuff (increased counter).
Actually, Gravelord is not showing up in the Paths choices. That's strange, as I installed the base files, the Dead World compatibility files, and the X D NR compatibility files. But before I did have Gravelord show up, and it still had the empty tactical spells as well. So I'm not sure if that's the reason.
No, I have the latest compat files, and am running the latest version of X D. It doesn't really seem to affect gameplay, so it can be lived with if necessary.
Well, it would be hard to isolate as I am running a LOT of mods. But they are definitely Necromancy Revamped spells. I'm not sure whether they do anything if you do try to cast them. I could maybe give you a screenshot next time I play.
Do you know when you will be releasing an updated version of your mod? I'm not sure, but I'm playing with a whole lot of other mods and I don't think it's fully compatible as I get a whole lot of blank spells in every hero's tactical spells, even when I'm using the Dead World compatibility files and the XtraDeconstruct NR compatibility files.