Ops, thanks to g0jira an issue was found "race skill 10% of attack gives 1%". And fixed. The new update was uploaded without changing mod's version.
webusver
[quote]Do anyone have any tips for playing the race, are they any kind of half decent at all?[/quote] I can suggest to play Patchwork mod. Undead AI is one of the strongest and aggressive there, if not the most dangerous AI opponent.
You can get v.1.6. here http://www.nexusmods.com/fallenenchantress/mods/1891/? I had intensive gameplay during this month and made lots of balance polishing to Patchwork mod. Road building trait was made more expensive because otherwise it makes expansion of human player very quick. Default sovereigns have predetermined paths. So Lady Procipinee will never be an assassin but always be mage. All custom
The mod is updated to v.1.6. http://www.nexusmods.com/fallenenchantress/mods/1891/? I had intensive gameplay during this month and made lots of balance polishing. Road building trait was made more expensive because otherwise it makes expansion of human player very quick. Default sovereigns have predetermined paths. So Lady Procipinee will never be an assassin but always be mage. All custom sovereigns
[quote who="Crastiloowa" reply="346" id="3450373"]Might also have a look at Primal_Savage's solution here: https://forums.elementalgame.com/451107/page/6/#134 ...which uses high-priority items in the sovereign inventories to determine the sovereign paths.[/quote] I might say this is a very clever idea but it is not mine and human player may receive an artifact... can it give the second path if player uses it being at 3 level or later? Two paths could make
[quote who="Crastiloowa" reply="344" id="3449802"] Quoting webusver, reply 341It's impossible to force AI sovereigns to choose certain paths unless all sovereigns somehow start at 2 level and have predefined paths. Could you just give all the AI sovs "veteran" trait and pre-select their path for them then? Couldn't really do either-or choices or force them into "specializations" (e.g. summoner) but it might be better than seeing another Ceresa-Warrior or M
[quote who="Sentinemodo" reply="340" id="3449274"]For the higher level difficulties - would you be able to mod that AI sovereigns start at level 3 with the first two essential pick already taken?[/quote] It's possible to add levels for ai only units, which can not be accessible by human player, but all sovereigns may be available to human player from start, so I don't know any way to add levels for sovereigns that are managed by AI. Though it's possible to add more hit poi
[quote who="Sentinemodo" reply="340" id="3449274"]That is good that AI chooses governor for champions, the question is whether they take the paths most suitable for sovereigns? Ceresa/Procipinee - mage summoner Magnar - mage evoker Irane - assassin - archer Kulan - assassin - melee Markin - defender Verga/Relias - warrior - melee Carrodus - warrior - commander Krax - governor [/quote] I
[quote who="Sentinemodo" reply="338" id="3449169"] Hi, did you manage to fix the issue of ceresa not taking mage and similar?[/quote] Yes this was fixed. AI sovereigns and 1 level heroes may take any path, but their favourite path is Governor. This results in that 30% AI sovereigns are Governors and other 70% all other paths. The last version 1.5.2. has all bugs fixed. BTW, AI also actively uses summoned mounts and in my gameplay I regularly encounter AI units mounted on
[quote who="Sunray242" reply="335" id="3448848"] Just to make sure, what is the order to install the mods and patches listed here: http://www.nexusmods.com/fallenenchantress/mods/1891/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallenenchantress%2Fajax%2Fmodfiles%2F%3Fid%3D1891&pUp=1 I think we need patchwork 1.4 with all the mods? Thanks![/quote] v.1.4. is already outdated and is not compatible with last
[quote who="Sunray242" reply="332" id="3447434"] Small bug found with items: Vial of poison and spider venom does not stack when both are equipped.[/quote] I tested this in pure Patchwork mod and both these items are equipped together. Perhaps this is the idea of one of the mods, but not the core Patchwork. [quote who="Sunray242" reply="333" id="3447566"]Another idea: Would it be possible to have a copy of all of your patchwork compatible installed mods folder
Found at last! This issue comes from Necromancy Revamped v.4.2. After unstalling the new v.4.3. this issue disappears. Necromancy Revamped v.4.3. doesn't have this issue!
[quote who="Sunray242" reply="26" id="3445549"] In the city build screen, there is a building improvement (1 turn) which is a blank square. It's still there, is this normal? Thanks![/quote] I also had this issue, but now It's gone. I'm not sure why this happened. I deleted all mod folders, then reinstalled only Children of Storm mod, then pathed it and I have no issues like this. Perhaps it comes from some other mod. I'm sure this iss
[quote who="Dhuran" reply="104" id="3445396"]New version is up.[/quote] Great news! I just have finished my modding work and now ready to play!
Children of Storm compatibility patch is updated today to v.1.1. Previous version was rather buggy and lots of non-working features were fixed. Summoned mounts are also available to CoS factions. CoS and vanilla factions were balanced and updated. To install the compatibility patch you must overwrite existing folders with the new ones. If you delete them, then install original mod and then the compatibility patch.
Patchwork mod was updated to v.1.5.2. AI should use magic mount more often. This feature is also added to the new version of Children of Storm compatibility patch which was also updated today to v.1.1.
[quote who="Bobson Bob" reply="328" id="3444636"]I guess this makes early game rushes with slave units very potent.[/quote] May be. But AI also has units with discounts. I made these discounts to let AI build more massive armies. I hope AI understood my intention. ;-)
[quote who="InaneDugong" reply="20" id="3444579"]So, do I need Patchwork compatibility AND Patchwork downloads? Or is it just, for example, CoS + Patchwork Compat?[/quote] You need all mods to be installed. Patchwork and Children of Storm first and then Compatibility patch. [quote who="Crastiloowa" reply="22" id="3444652"]Since all races can recruit centaur heroes, all races need access to the bases in the shops.[/quote] Ok, the reason is found. If author made them, th
[quote who="Bobson Bob" reply="326" id="3444360"]Unfortunately I ran into an issue with the quendar slave soldiers. The labour costs of custom designed slave units are much lower than they (appear they) should be. The labour costs of the existing slave units in Magnar's line up are fine, but it is possible to create a new unit that has exactly the same equipment and traits as the Slave Militia, but costs ~7 labour instead of 24.[/quote] Bob! Thank You! You are right! I almost forg
[quote who="Sunray242" reply="8" id="3443259"]2- In the shop there is an option to buy 3x centaur base (all of which have yellow triangle). Still playing undead.[/quote] This issue is also found in CoS_mounts file: [code="xml"] centaur_base_mount3 centaur_base_mount</Unlocks
[quote who="Sunray242" reply="8" id="3443259"]2- In the shop there is an option to buy 3x centaur base (all of which have yellow triangle). Still playing undead.[/quote] This issue is also found: [code="xml"] centaur_base_mount3 centaur_base_mount &
[quote who="Sunray242" reply="8" id="3443259"]1- In the city build screen, there is a building improvement (1 turn) which is a blank square. (I'm playing undead)[/quote] Somehow I lost this bug. I deleted ChildrenOfStorm_NoVanillaSov and ChildrenOfStorm_Rivermod folders and this bug disappeared. Later I reinstalled Children of Storm mod and patched it and now don't have this bug. Centaur base remains available for all in the shop. This will be fixed in the soon update.
[quote who="Rheinguard" reply="13" id="3443541"]Silly questions though, are both of these compatible with Demons and Wizards and what XtraDeconstruct items should I NOT use in conjunction with Patchwork?[/quote] Items are compatible and you can use them, but they only don't have PW specialabilities. [quote who="Sunray242" reply="14" id="3443607"] Other bug: Necromancer class: spirit neophyte skill (doesn't give the 2 mana tactical regeneration. I don't know i
Patchwork mod was updated to v.1.5. If you use both Patchwork mod and Children of Storm mod together, I'd suggest to use v.1.4. and not upgrade to v.1.5. until I finish the next version of CoS compatibility patch, because CoS AI races still can't use summoned mounts. Some notes: I found that heroes wait a lot time if you use Demons and Wizards mod. Later I will check what can be done. If Patchwork mod is used with cheat mode enabled, turns may take a lo
[quote who="demetrio3000" reply="320" id="3443649"] The only resource a spell may use are mana and gold? to make it more consistent u could add a cost of horses/wolves as a "reagent", so players will not abuse it, and it will be great to finally being able to mount already trained units.[/quote] I will think about this. [quote who="Sunray242" reply="322" id="3443760"] @Webusver: What are your next plans? More classes, bug fixes, other compatible mods, more items?<b