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1. Open the mod file with a text editor. (Program Files (x86)/Steam/Steamapps/workshop/content/)
2. Text-search for "hometerr 126" (without the quotation marks) and enter a new line below this line.
3. Copy and paste "classminecit 1" (without the quotation marks) on this new line.
4. Save the file and quit.
Let me know if you have any other issues. Cheers.
- The dwarven commanders' spells are cheap for the price. Perhaps give the building equipment ability to Queens councilor and remove from generic commanders?
- It would be neat if you could add in the following capabilities:
- able to build basic defenses underground (guard/sentry tower) to protect the tunnels
- Another mod ("Engineers"?) - provides the ability to build and upgrade coal mines. Would be nice if the dwarves had a similar capability.
- The spell "Appetite for Jewels" seems to always/only find diamonds. Be nice to occasionally mix it up.
The Queen's Councilor could use some additional skills in addition to occasionally building a colony, perhaps give it some variations on
- the spells the Dwarf commanders have,
- the same bonuses "animated/dancing tools" have (buffing the local economy)
- or simply generate 1/Gold per turn.
To strengthen the end game:
- Allow Gere to be upgraded and learn some high-level summons (making a deal to buy some allies)
- Allow the "God of the Mountain" to be upgraded to learn some level 3 air/sky summons
- Allow Rune smiths or Kings to learn some level 3 Earth and/or Fire Summons.
Again, excellent and fun mod. Thank you!
Bug? The Cloud Castle is starting in Elysium (aka the ground) and not in the Sky plane.