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Just re-uploaded with a minor change which hopefully will rectify your game without further issue.
Because I used the 'convert growth' function, it was only looking for standard growth like you said.
I've changed the magnitude of the convert function to 0, and changed the bonus function to subtract 25 growth and add 25 production.
I'm hoping by leaving the original function in, you'll be able to update and reload and the issue will rectify itself. There is a chance the old convert function will remain though.. sorry.
Thanks for picking that up Dyna1One
Aka somehow, somewhere in the background it counted my "normal" population growth was negative (probably because this mod creates upkeep on both undead and normal growth), even though I'm a Necromancer and use a different resource (undead population) so I think on this mods end, it seems like it uses the wrong resource in that occasion and doesn't actually just look at undead population growth
I'll have a look now, maybe I have it set the wrong way round?
I reckon the -73 would be because of production % bonuses, they're applied after base production so if base went slightly negative all the % bonuses would inflate it further.
I installed a cheat mod to build normal farms around my area and that increased it to the +25 once I planted down 2 farms
This mod doesn't have any effects that decrease Production.
Only decrease for growth and gold/mana.
Do you have any effect descriptions when you hover over the production symbol in your cities?
The other way to test would be to destroy some of your buildings and see which one/ones cause the issue to resolve - if they are the issue.
With the way this mod's set up it wouldn't be too hard to add Garrisons to dwellings, just time consuming. I'm not sure the Garrison chain really fits the theme for dwellings but I'll have a think about it, could be a different stand alone building for dwellings instead without the same upgrade path as a full city would get.
Volunteer is pretty powerful especially with higher tier troops where the cost reduction becomes insane. In saying that, i'm pretty sure the game caps the maximum discount to 75% regardless of how many reductions are stacked up.
Glad your enjoying the changes
its a shame racial heritage mod ads in a busted building that gives units volunteer. ill have to remove that mod permanently cause that 1 unbalanced building
also a question any chance you give us the garrison tiered buildings in dwellings? defending my dwellings is costly atm and the garrision building chain would be nice. does this mod also effect summoned units upkeep? ill prob test this out soon my self but still wondering
Originally I'd kept the spawns in, but sometimes found they didn't fit with the play style or theme I was going for in a playthrough. Seemed a good compromise to recruit the troops I wanted but just pay slightly less for them to garrison.
I can't remember how Ayalin had linked the original garrison upgrades now, I might have overwritten one of their links. Hope you don't miss the spawns too much.