[quote who="webusver" reply="178" id="3434175"]Guardianru,[/quote] Guardianru, Thank you for bug hunting!
webusver
[quote who="Guardianru" reply="173" id="3434012"]The Gamemodifier lacks description[/quote] Added. [quote who="Guardianru" reply="174" id="3434022"]NOble Trait of Sovereign give +1 growth. And it counts ok (in city display). But it doesn't shown in personal growth popup (so in popup there for example 5: 2 from village, 3 from large surplus, and in overview there are 6).[/quote] Yes it works normally, I tested this, but yes description is not showing. Pe
[quote who="Guardianru" reply="176" id="3434030"]Attack is bugged (no text as in unit design screen as i told in post earlier)[/quote] Descriptions for stat icons are automatic. There are few descriptions for Attack values so they just summ and are described as one bonus. [quote who="Guardianru" reply="176" id="3434030"]plus question - there are accuracy, spell mastery and spell damage. Is it right that i say - first it checked - accuracy - if the magic attack hits, than check
Yes both files are needed there.
Fezziwig, try to restore original English folder from backup, then apply the mod files. If nothing helps new install from steam is always a good option. Guardianru, that text about Elemental Editor is present just because it was copied and pasted with the other code. I use Notepad++ and with additional modules it's good to find and replace lines of code in many files.
Fezziwig, that file is needed in only-sp folder. You can take either mine, or default file. They are the same.
Currently available version of the mod gives units +1 perkslot and all units are reworked in this case. There is also racial trait Guile that allows even more +1perkslot. Ai doesn't use it because it would need 2 sets of units and would slow performance. Too much options may be not very good. Too Guile, I would say.
Is there a unit " Beast Hunter"? I didn't find it on my computer. I searched through monsters and units lists but found nobody with "Hunter" trait. Could it be from some other mod?
Guarduanru, every installed mod overrides my settings, so you need to consider if you need this. If you think that my settings are bad, then overwrite them with a mod. I can't say which settings are better, I make this mod for myself mainly and share the result. As for me, I use only Snaking mod and River bridge mod and I can recomend everybody to use these great mods along with Patchwork mod. For all other mods that don't change units and abilities you can try them on your risk. Mods
Yes, I improved perk Hunter. It was so useless so I added a starting dog and +50 food in each town. Do you think it's overpowered now? I was thinking about giving additional accuracy to this perk because hunters are archers and should be able to shoot accurately. But this seems to soil balance. At the same time it's a shame that hunters Tarths with their bows are not acurate. Instead of that melee mancers are much more accurate. Also Tarths have Double strike which doesn't f
Wages are calculated based on labour cost. UnitStats file offers possibility to multiply the result. In v.1.3. wages will have 2 multiplier and it feels better now. But I need some more time to finish the update, then I will upload it. The only thing I don't know how to implement is to reduce units's speed on roads. If I give player 1 level of roads then speed is 4x. If I give 0 level of roads there are just now roads. Thereare 2 and 3 levels of roads, but I didn't test th
[quote who="Guardianru" reply="146" id="3433794"] Brutal Trog Scimitar value 80 two handed 24 att, "0" initiative, +2critchance, +1 contatt, +5 dodge and Rush through, requires lvl 14 And Dancing Blade value 72 23 att, "+6" initiative, +5 accuracy, +10 dodge, +1 contattach and rush, one handed something is unright... with traders and levels... may be because its too brutal-)[/quote] All Brutal weapons will have lower price.
[quote who="Guardianru" reply="143" id="3433561"]- "special" logistic research implemented to all items with "magic" addons like fire attack (points spent every time when recruited) - grain consumed on training (when people train - they eat... two weeks... eating ah!). So the whole time training and the turn when unit has been puted in que (so not on pop growth) it takes city food in some 1x-2x-3x times of consumed to unit production population (If there 0 growth - we know that pop
Thanks to everybody for comments. I've put them into my task list. So, I want share with my future plans for the mod. I'm going to make a huge update to v.1.3. after which I want to go playing, rather than modding. 1. Economy model will be deeper. Player will have to pay for unit's equipment and traits, so highly professional, highly armored unit will cost decently. Costs of city improvements and income will be adjusted. 2. If player still manag
[quote who="ailawiu" reply="128" id="3433224"]Better to just adjust the prices for advanced troops. As it is now, having several large armies doesn't even put a dent in the treasury. The only thing that's expensive throughout the entire game is building/rushing construction.[/quote] Really interesting! I've got idea that all items for unit design should require some gold, especially Champion's armor.
[quote who="Guardianru" reply="126" id="3433173"]may be it would be good to up the city levels poplimit to higher population numbers so there would be no mass 5lvl towns appearance before refinable grain upgrade last tech?[/quote] It may be useful to up the city levels poplimit to higher population to let them grow further to be more resistant to negative effects that dramatically lower population. I will think about it. [quote who="Fezziwig" reply="127" id="3433217"]Another o
[quote who="Rotlung" reply="4" id="3433196"]Edit: As an aside, is there a way to spawn a particular unit, like say a Champion? I'd like to see how these champions look like. Reading xml files doesn't really help a lot with the visualisation [/quote] You can spawn heroes with sovereign, though I don't know if it's possible to spawnmore that 5 (army limit) - check CoreUnits file. Or you can make a scenario and place your heroes on map under Player 1 rule, near Pl
It would be nice if you add undead heroes toy your mod, since original game doesn't have them. If you want, you make take ready undead heroes from my Patchwork mod.
[quote who="Guardianru" reply="118" id="3433073"]Yes Heroic Pursuits is not compatible. But WHERE? Seriously, its just code, its uses the same plases in perks - okay i remap the places and delete many useles and non thematic perks, lefted just some, but how they crash quest and event appearance?![/quote] In Patchwork mod some traits have new positions. That was done, because some traits were unefficient for AI, or I wanted to make them available earlier. Also, I deleted some traits fr
Guardianru , thank you for detailed information. I need more testing and playing myself. Of course mods addmore data for processor to calculate. 10 sec for large map perhaps is not that much. In AoWSM turns could take much more time. [quote who="Guardianru" reply="115" id="3432951"]My feeling is that there are great number of units spawned (firstly monst
[quote who="Omatkoicorko" reply="113" id="3432936"] hi, dmg issue is fixed, but im in a late game and seems there is a memory leak, i didnt get it before you mode, so seems it is something with files.[/quote] What is the size of your map? How many opponents are there? Do memory leaks lead to the game hangs and stop responding? After what number of turns you encounter memory leaks? How often does it happen? Is it possible to continue the game after reloading? B
January 11, 2014 - Essential update to v.1.2. Fixed Meditation spell. Updated Core Improvements file. Removed Sharp dagger from units design. Golden Shortbow gains missed Rain of Arrows ability. If you downloaded this mod earlier, it's advised to update to have comforatable gameplay. ALSO: Added 3 models of female henchmen (Amazon, Witch and Maid) for Altarians. Added 3 models of female slaves (Gladiator, Tower Guard and Servant) for Q
Removing city defenders will alow human player to take ai cities very easily just using scouts! Who conquers most cities and thus mostly fights their defenders? It's humanplayer. So, i think ai has more benefits from city defenders.
Never saw this in xml files. Feel pity for poor ai. BTW it's far not the worst. But games AI will never be perfect as human, or developers should have to pay much more for developing humanly high ai. So lets live with slightly cheating ai. Just think how generous you are when you allow ai to play with you on these terms!
Problem with incressed damage is solved in the newly uploaded file. Strangely but trait Warlord refused to act as like a bonus from mounts. I checked new warlords with and without mounts and they had only natural damage and movepoints. If you encounter any bug, please send me savegame with description to [email protected]. I hope though, that this was the last issue and it was fixed today's morning.