Can we get 2 basic interfaces improvements? - On map, a visual cue that a group expanded all, part or none of its move. For example a color coding like red, orange, green. - on the unit panel, a precise value of the remaining move (e.g road cost), like in the tooltip at least 1.25 and not 1 or 2. Better if shown directly as a floating point value... Sometime I have to calculate a move down to the 1/4 of move point, I guess it happens to yo
Nibelung44
It makes no sense (1.05frog). I'm at war, I get a message 'we have a mutual foe', without a peace proposal alongside. Thanks!
Hi, Would it be possible to have a tech allows a 4th slot trait for units design? Similar question, would it be possible to allow a tech to add a fifth champion miscellaneous item slot?
I'm with HF here... Beastlord is OP, sorry guys. Speaking about OP, something went terribly wrong... I'm right in a battle with the death legion, from the quest where they invade and then are halted (wagon broke)... The death legion mage is able to conjure a death demon which should be level 8 + 1 per death shard... I got before me a level 15 death demon, how this is possible? And even if he was level 8, a creature with 46 attack and a ton of special abi
yes, just unzip the full mods folder. I guess the devs can do that, it takes 2 mn. As for not seeing properly the situation, you are supposed to use CTRL-U to remove FOW. Again, I think this is a given for the devs, to use that.
Sooo? No feedback from the official team?
It is not clear for me how you are supposed to see easily a city has a negative enchantment. Plus, does a spell exists to remove it?
Thanks!
Hi, I would like to add to all game start (at least for player) a henchmen with crappy stats and move 1, so that I can station him in the capital and he would keep extra items (I find silly that cities can't hold items for your heroes but well, perhaps in a patch). So how I would add that in the game start? Also, how to lift the limit of having 1 summoned unit per spell? I would like to tie that to a number of shar
Hi, Great spells, I would slightly rebalance 2 though. I have no problem with spells requiring level 3 or more in a path or high cost spells, but when you have spells requiring only 1 pick, cost is low and have a great effect, OP! Recovery: 12 + 6 per life shard seems quite enough... I play on large map, so 4 life shards is a strong possibility though... If you play on a medium map I can understand the +12/life shard. Root (
Again crashing, this is still somehow early, only 10 factions (instead of 16 previous time), 'only' 11x7 (this was 12x8 previous time). Don't tell me I have to play 8 factions on a 7x6 map, what a let down! Can you tell me the cause? http://www.mediafire.com/?2q1bj97y2hc622s
Darkwasps give too much loot. I attacked twice a DW unit made of 3 members, and each time got 3 weapons! Perhaps there is a flag to set 'NoAdditionalTreasuryIfMoreThanOneMemberInUnit' :) ?
Hi, I think I nailed it! Circumstances are that the AI first create an outpost with a pioneer, which is expended. This remove the colonization zone around (visually & for the player). Two turns later, an hero with a pioneer settle in an un-settable area, just 2 tiles north of the outpost. Un-Settable? Perhaps not for the AI, remember before the outpost the tile was legit. The settlement will show, once you click
Insta-Raze: On the same trend, an AI took over my city and instantly razed it. Why they don't have to wait 5 turns as me? Don't tell me this is a technical issue... And as this is not, if you add the fact that Brad tells us regularly that AI has no cheat code, then I guess this define this instant raze as a BUG , right?
I have modded my games so that cities (and fortresses, conclaves) have more numerous militias and archers (upping group to party and adding some also), and this is a boon for the AI... no more easy mop up, a city can stand against a medium to large size force now, depending of the state of the game, plus heroes can't take a big city by themselves, except if they are approaching godlike powers.
I'm playing too the Angels. I find hard they can't have something to compensate for lack of horses... Perhaps they can have a flat move cost of 1 (in hills and forests) instead? And really, what is the use of their wings right now? :) ps: I too believe that shard bonus is too high. Remember, some of us are playing on large maps and even with normal magic, you can have a decent amount of shards... Perhaps you can limit the bonus to at
Heavenfall, can you confirm that Golems need proper yield appearing on the map before founding a village? I may have found a nasty bug, perhaps correlated to the 'pioneer don't get consumed one'.
Sorry I have to ask, as nobody acknowledge if a bug will be fixed generally (Paradox does a better job here, they often give some feedbacks on bugs, you know 'devs talking to players' things). As for the bug, this is when a monster razes a city, the spot can't be rebuild. Will it be fixed in 1.1? Is a dev aware of it? Who knows? Not the players at least!
I added it just after the end of this record: so this is in the base trait file.
I tried to add a trait, basically copying the research penalty of living stones and adding it to others races, but it don't show, any idea why? -1 Research slowdown . Ability_Uneducated_Icon.png <GameMod
Ok, I might retry in same conditions though, just to be sure. You confirm that in order to remove the special rivers I have just to remove the rivers folder in the mod directory? No dependencies? Another one if you please, I like to have strong AIs but they research the tech tree just too fast.. How to reduce specifically AI research speed? Right now I only think of adding for each race a special trait that will slow down research, but this is not super practical.
[quote who="Heavenfall" reply="762" id="3285184"]It looks like the AI is crashing because it can't create auto-move paths across such a large map. Although I might as well say "memory crash" due to the size of the map. The map is approximately 160% larger than the "Large" map. Take it up with whoever modded the map size. Build a mod the size and complexity of Stormworld and you'll learn along the way how to estimate what causes crashes. [/quote] that
[quote who="Heavenfall" reply="755" id="3285147"]Just upload the save and describe the crash, thanks.[/quote] Here http://www.mediafire.com/?cqaqvu4hsl5hc9o It happens systematically when turn is being processed. If you can point me on how you debug that, I can be interested (give a man a fish, he eats for a day, etc.)
I have a reproducible crash, are logs existing somewhere so I can know its cause? about faeries, they have growl sounds that are not very appropriate, I would have imagined something more high pitched, right now the sounds they use would be fit for large beasts.