[quote who="aerowreck" reply="281" id="3439876"]- if Parrotmath or Hellions is reading this, female henchmen (henchwomen?) are not considered female by some of the loot I presume is generated by Black Market Bazaar. Also, these same female henchmen cannot ride a horse, just a warg, in my experience. [/quote] Why they are not considered females? They are KingdomFemale but not HenchmanMale , and they so
webusver
[quote who="Domiel" reply="288" id="3440112"] Hey great mod bro! Would it be possible to use the extra units you added for the AI to use and nothing else? Are they in the CoreAIUnits.xml file? Looking to use them with "Children of Storm" and XtraDeconstruct's compilation since your stuff doesn't work with COS. [/quote] In order to use these units alone you need to delete any one perk from each unit. Or you need to use CoreAbilities an
oops, double post.
[quote who="NaytchSG" reply="282" id="3439942"]abob101 mentioned at one point that the string not found below the summoning pool number was something he couldn't easily fix without mucking around in a bunch of core files. It does not affect gameplay iirc.[/quote] Abob101 mentioned this file: elemental.str, which is in the English folder.
[quote who="Apheirox" reply="279" id="3439728"]I don't think there's much point in sending you a savegame, it happens every single game and is easily reproducible. I'm surprised you haven't had other reports of the problem. Every time the AI has to move a unit in tactical combat the game locks for a few seconds, seemingly because of - as you suggested - doing some very heavy computation. It happens even in trivial situations where there is just a few units in the battle and th
[quote who="Apheirox" reply="279" id="3439728"]I don't think there's much point in sending you a savegame, it happens every single game and is easily reproducible. I'm surprised you haven't had other reports of the problem. Every time the AI has to move a unit in tactical combat the game locks for a few seconds, seemingly because of - as you suggested - doing some very heavy computation. It happens even in trivial situations where there is just a few units in the battle and th
[quote who="Apheirox" reply="277" id="3439680"]I'm using D&W as well currently, but even Patchwork alone causes it. It seems strange that the vanilla game will run fine but the mod will cause the game to lock up? Must be some pretty heavy added algorithms! Thanks for your reply though.[/quote] Patchwork mod core was tested much throughout many turns and gameplays. It doesn't have any algorithms and I can say that the mod was even optimised for weak computers. Can you send
Necromancy Revamped compatibility patch for Patchwork mod is updated to v.091. Sovereign Necromancer should have Sovereign's Bond, otherwise he loses some features.
[quote who="Apheirox" reply="274" id="3439654"]Patchwork mod massively lags the game for me, especially during combat where it will simply 'hang' for several seconds at a time. I've tried it on two different PCs and both suffer from this. Is there any way to fix it?[/quote] This may be a problem with installation of other mods. The more mods you use, the more load your computer has to work with. Demons and Wizards mod adds lots of calculations.
Patchwork mod was updated to v.1.4. Thanks to Aerowreck for nice ideas. Allof them were implemented in Demons and Wizards compatibility patch mod as well as in the main Patchwork file. 1. Removed issue when summons required 2 summon pool instead of 1. 2. DW spell traits require 1 point at Sovereign customisation as well as other spell traits. 3. Increased mana output from all shard altars/shrines/temples to stimulate more spellcasting from the start. Earler inc
New version v.0.96 was uploaded to nexusmods. Spell books from Demons and Wizards mod were added to Decalon ability. As suggested Aerowreck. Fixed some minor compatibility issues.
Books are added and will be available with the soon update.
I agree with all your suggestions. Magic schools are already corrected and I will include your other suggestions as well in the next update. Soon there will be an update of Demons and Wizards patch and Patchwork mod. I also plan to increase mana production from shard altars and shrines because in all my previous games there always was lack of mana. Perhaps the game shoul be more magic oriented?
Heroic Pursuits compatibility patch-mod was updated. www.nexusmods.com/fallenenchantress/mods/1891/? It had overlaping abilities with spellschools from Demons and Wizards mod. I moved these traits 3 steps down and now this issue is fixed. I suggest to upgrade to v.1.1. of Heroic Pursuits compatibility patch-mod to have all trait-trees look accurately.
[quote who="VB99" reply="53" id="3435371"] For some reason the mod doesn't work for me... ._. I extracted it into the mod folder, but it just doesn't work.... I'm playing ver. 1.5, if that matters[/quote] I can suggest to play it with Patchwork mod and compatibility patch. It plays well on v.1.5. https://forums.elementalgame.com/450250/page/11/#3438460
[quote who="abob101" reply="8" id="3438512"] webusver - I copied that SummonFamiliar spell to my Mod folder (just that file nothing else from your mod).... and it works fine. I just have D&W plus your SummonFamiliar. It costs 1 SummonPool as expected. So your code for that spell is correct. I'm not sure why it would be deducting 2 Summon Pool for you. Do all summon spells cost 2 or only this new one?[/quote] It tested it more. It&#
I've made a patch for Heroic Pursuits mod to be compatible with Patchwork and Demons and Wizards mods! Make sure you have Demons and Wizards mod v.094 (the latest)! The new mod is intended to be played with it. Install original Heroic Pursuits mod http://www.nexusmods.com/fallenenchantress/mods/1338/? Install the patch http://www.nex
[quote who="aerowreck" reply="264" id="3438392"] Hey webusver or abob101, this happened to me twice now: https://forums.elementalgame.com/451718/page/1/#3438388 Do you have an idea what is causing this? It doesn't really bother me that much, as those champs would only have been icing on the cake, but maybe there's something there that need fixing. Still having
[quote]I encountered strange behavior with heroes obtained as quest reward.[/quote] These heroes were updated to Demons and Wizards standarts and their original variants were blocked. I unblocked them, so they will appear, but now they have skills not from Demons and Wizards standarts, for example Haitan may take Prodigy once more. The updated version of the patch is already uploaded http://www.nexusmods.com/fall
[quote who="Sunray242" reply="39" id="3438218"]If I'm using both children of the storm (some parts) and patchwork mod, which of the downloads must I use? the vanilla one, the patchwork one or the children one?[/quote] That depends fow much of Children of the Storm you use. Children of the storm introduced another than vanilla critaria which determine who or what is the particular creature. I think that if you use Patchwork mod, you should use Patchwork version of heroes. If you ha
This is the great mod equal or even better than official DLC. Regardless of using Patchwork mod I can suggest it http://www.nexusmods.com/fallenenchantress/mods/1885/? to everybody.
Hello, Hellions! It was also a great pleasure to work with you too! Great thanks for patient and creative work! You also greatly helped me in finishing the huge project. Now lots of mods are compatible with Patchwork mod. Some of them were even not compatible in vanilla game. These mods are now compatible: 1. Champion Bonanza 2. Black Market Bazaar 3. River Bridge 4. Swamp Tiles 5. Demons and Wizards 6. Necromancy Revamped <b
[quote who="Sunray242" reply="261" id="3438128"] Maybe integrate some aspects of Heroic Pursuits (not all of them)? More traits would be nice to create different troops! I feel they are almost all of the same. Maybe add regeneration, first strike, magic attack... [/quote] Units' traits -that's what I'm working on for v.1.4 of Patchwork mod. Almost all features of Heroic Pursuits will be available by a patch which will appear in few days. I also suggest to
New compatibility patch modes were uploaded today. They adjust compatibility of Parrottmath's mods River Bridge and Swamp Tiles with Patchwork mod. These compatibility mods adds gold cost of all buildings in the original mods, because all buildings in Patchwork mod require gold for construction. So if you are going to use these mods together y
[quote]Without giving too much away about the new game, which we expect to formally announce this Spring, its planned feature set includes: Radically different races (players won’t design units ala WOM/FE but in exchange each unit is custom crafted and visually stunning) Crafting (the player STARTS with the Forge of the Overlord and getting recipes and loot now mean being able to craft some really cool stuff) The player starts by choosing their sovereign and deci