When you start a new game, you have various speed setting (build rate, research rate etc). I would like to know which files set these parameters, so for example you could make build speed 'very slow' even slower if desired? Cheers
zoommooz11
Ah yes, the two skills are blink and double strike (both vampire skills) and they do have the +rushing, -rushing thing. Also, a few other things What is the time bonus (sov) thing about? There is a couple of tags which I am not sure of: is adamant, is immortal.
Sorry to bug you again, but I am having a bit of a problem with the action bar. While I am able to change it during combat (ie choose a skill to be placed in it) every time I start a new combat, it resets to the original settings. Do I need to change something in the setting? Not sure if this is mod related (probably not) but having to change it every times negates the reason for having it. Also, I noticed that there is an optional install for 10 hotkeys, but having ins
As always, that's for the quick info.
"What's "missing" in most cases is Stamina isn't used much or at all since that's a 2.0 concept, but Mana + Cooldown still works and having multiple systems just increases complexity". I read about the changes in the 2.0 patch, in particular the stamina mechanic. Are you saying that this is not in your mod, or will be missing from bonaza hero's?
@ Primal, I re-needed some info back a few pages, and I've noticed that most of your comments are now N/A.? Why is that and how would I go about getting that info? Cheers Edit. Also, although your mod is for 2.0, I noticed that champion bonanza is still listed as 1.8, and from memory your mod needs this in order to work correctly?
Yes, I did that and no good. However, I went into the main sins folder ie steam/common/sins and 'took ownership' and now it works fine. Likely some windows update was the cause, and was not allowing the game to copy over some files. Unbelievable really, I just think that Microsoft's forced updates suck, but thank you for your advice. Cheers
Been playing rebellion for years with very little problems, when today I had the power go out while playing. Upon reload, my game now crashes at the menu selection, every time I click on any of the tabs (single player, options etc) I believe it has something to do with the graphics as the camera swings a little, then freezes, then crashes. I changed nothing at all, and have tried windowed mode, but to no avail. How is it possible to be sudde
Playing 1.1, started new campaign and I am experience a dodge bug similar to a previous post. In my game it was related to my units (hero only at this stage) being webbed. While webbed, my base dodge remained unchanged, but I got a large BONUS to my dodge for being webbed. Added to this, the webbed dodge bonus carried on, so at the end of the battle it was added to my base dodge. So, after 3 straight battles with packs of spiders, my two hero's had a base doge value
Sorry Primal, 1. was my fault. I didn't see the 15 turn cool down. Working fine.
A couple of things. 1. One of my champions had got the injury fat embolism, and I cannot seem to heal it with the spell death exlier 1, as it states that the unit does not have any injuries. 2. The Vampire champion Eral Von 'whatever' has been incorrectly nerfed. Because he does not have a race that gives the basic 18 initiative, he is utter slow. Vampires (the unit) are given their initiative by 50</UnitStat
Thanks Primal, exactly the detailed info I was after. Cheers
Because I love really long games, I'm in the process of changing various pacing things aimed at a game of about 3000 turns. Now, I've changed both research and production in XH_ElementalDefs and am happy with the results. What I am finding in game however, is that the level progression of hero's, and 'super events' and powerful quests are coming too fast and messing up the pacing. How would I go about: 1.
Not sure but I think I may have found a bug. Playing as the dead I noticed their graves building progressions go from 750-->1800, then 1800-->1300, then 1300-->3000. Why would an upgrade lessen the amount of graves you have?? Also, playing on the largest map setting seems somewhat unstable. I can play about 10-15 turns, with the game then CTD. Is the largest map size really unusable or are their some tweaks to get it more stable?
Thanks for the answers. I decided that is was much easier (for an average modder like me) to add the RR to the dead race, which in game is working well. One other question (only one at the moment lol), I noticed that some of the spell upgrades list +30 COMPOUNDED, in addition to other stuff. What is compounded all about??
Thanks mate. Yeah I figured that it was easier to take the liches to the dead seeing as the Reanimation Rituals was all that was required. What I should have asked was: [quote who="Primal_Savage" reply="960" id="3563941"] @zoommooz11 Vampires require the Dead race; that's what triggers the Vampires Tech. [/quote] How exactly is this mechanic enacted? Asked with the thought of making vmapires require Dead race OR Wraith (
I noticed the necro revamped is part of the mod now, but I couldn't see the spectre and lich in the tech tree. Are these units still in the game??. Edit: Never mind, they are with the other sovereign. Just a quick question. I added the ability to train vampires to the necromancer sovergin, but I cannot see where I need to add the vampire tech ability. I believe his tech tree is TechTree_X_Wraith, so if I add vampires to this would it work?
[quote who="highwayhoss" reply="954" id="3563581"] Quoting zoommooz11, reply 953 Will grab champion bonanza, as I am playing on the largest map setting (gargantuan from memory). I believe its a mite lair, will check exactly what it is. I would suggest reducing your map size; as a rule the largest map size I play is m
Ah ok link: https://www.dropbox.com/s/27ukjb8t96vwclb/1.zip?dl=0 Will grab champion bonanza, as I am playing on the largest map setting (gargantuan from memory). I believe its a mite lair, will check exactly what it is.
Got a save game where, if you step on the tent, the freeze happens repeatability the next turn. How to I go about uploading a save game?? Info: The tent is a mite tent/monster lair with no quests. The units I am a bit unsure about, because their spawning is not consistent (ie kill mites, then a fire thrower of some sort spawned. However, in the save I'll upload, I killed the monsters but did not go over the camp, so if you walk over the camp you should see what I am
Have not played for ages, but down loaded patch 1.8 and latest xtradeconstruct today, and am having some problems. I deleted all my mods, and started from scratch, deciding to use only your mod (as its really evolved to be very 'all encompassing'). My problem is that I am getting game freezes, as in press end turn, turn cycles through, then my units get their movement replenished, but are unable to move. The two time
I was having some problems with the design feature, as I could not rotate my ships. Upon read through the forums I noticed that the middle mouse button was supposed to allow this. However, I tried to use it to no avail. Upon further reading I thought that maybe a mouse driver update (I had a basic windows driver from 2006) would help. My mouse GM-m6580 Gigabyte, had a driver available, so I downloaded it and installed. Now, rather then fixing my lack of ship rotating ability, I h
Congrates mate, looks great. Downloading now. Edit: I know I've brought this up before, but exp reward for destroying a particular ship. The dreadnought (planet initial garrison ones) we get 7 for a kill, while I noticed that for a CIS lucr-bulk, level 4, I get 6. Is this right?
Currently having a bit of a problem with pier's Mods used. COS, most of x deconstruct, bridge mod, D&W and necro revamp. When I first start a game and found a city next to a river, I have the option of building a pier. Because my build order has merchant and monument first that's what I did. However, after building these, the option of building a pier no longer appears in my build list. Likewise, and new city build near a river, also h
So to clarify: 1. Even if resources are moved to the English folder (as in the four from d & w), the TOTAL amount is what is important, ie this movement does not free up four more slots? 2. If COS is used in full, then 47 are used, meaning 6 spare, meaning 7 from D & W....cannot be used. 3. COS+4 from xtradeconstruct (missing the three files / 17 slots) can be used for total of 47+4=51