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I could remove it from the workshop, but I'm not sure if this will actually remove the file from people's game folders. I'll leave it up for now so folks can unsubscribe on their own.
If they did not include all of the fixes (including my most recent one) then I will reduce the mod to those fixes. Else I'll change the name/icon to make sure people know to disable this.
I know it isn't my other new mod, since I had this crash before I even started it (I just figured some mod updated while I was playing at the time).
On a new game it worked, but I don't want to break people's save games. I don't know if it fixed @MrFestis's issue but I don't think it was worth breaking save files.
@MrFestis: Hmm, I'm not sure. I just looked into it and found that the Blessed Horned Ones were missing from a unit set ("wh2_def_lzd_cold_ones"); the other cold one units are in it, as well as the Blessed Spear Riders, so I assume it's another overlook.
I just updated the mod with that fix. Did that fix the issue?
Just wanted to let you know, and also I think it's great that you made the mod in the first place!
Blessed Saurus Warrior with Maces get +attack, +damage, +charge, +perfect vigour, and the health bonus all blessed units get over the stats of the regular Saurus Warriors with Maces.
Blessed Saurus Warriors with Spears get +armour, +defense, +strider, and the health bonus over the stats of the regular Sarurus Warriors with Spears.
Blessed Temple Guards gets +armour, +charge, and the health bonus over the stats of the regular Temple Guards.
That is all part of the basic roster data.
What this mod does is allow the Blessed Temple Guards to benefit from the skills and techs that affect regular Temple Guards and Blessed Chameleon Skink to benefit from those that affect Chameleon Skinks --- just like EVERY Blessed X unit does except BTGs and BCS.
To be safe I just tested it and I can confirm it's not this mod. I just started a new game from scratch on Hard, where Sarus Warriors (shields) were at 106 upkeep. After I took Blessing of Quetzl it went down to 66 upkeep. That's 40 less upkeep which is 20% of the base cost, which means it's working properly.
It's kinda funny we posted both on the same day! I was going to post it a few days before, but I was away and forgot about it. At least one of our mods took off, so more folks would get it!
It is tempting to take mine down and redirect people to your mod as they do exactly the same thing and you were the one who bothered to track down the discrepancies in the tables in the first place.
While CA hasn't weighed in on the Sacred Spawning of Xhotl question that I know of, CA's answer to the Greater Arcane Conduit question was that the upgrade was needed for MP balance, and that the lords were quite powerful enough in SP when leveled. So lacking any convincing reason to suspect otherwise, it would make sense to make the same assumption about other sklls/abilities that have upgraded versions in MP but not in SP.
As such, I would suggest that you not include MP-only bonuses for the SP Kroq-Gar - unless you want to turn your bugfix mod into a buff mod.
Cheers! You are doing gods work here sir. :)
@Useless the Wizard:
Oh, interesting! I'll look into seeing if I can fix that. It sounds like something he should unlock via a skill but doesn't. I should be able to make it so he'll always have that ability.