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Do you prefer to play with these settings, or play without the ultimate spells altogether?
How could I edit them myself if I wanted and upload to steam maybe?
Some of these still seem a bit too much even. Perhaps they could be lessened even more?
Particularly the Warlord one.
Warlord - Maybe just expert or at most veteran rank with no pop negative? Or at least make T4 only bronze or silver at most. I like the idea of maybe just +1 and quick learner too
Rogue - Maybe no negative happiness
Sorcerer - Maybe -25% casting cost with +50 casting points
Necro - 10-15% chance?
Theocrat - 20% weakness all around seems alright
Dreadnought - Decrease movement to 4?
Arch druid - seems alright
And also appreciate the awesome work, and hope you're staying safe :)
Maybe just +1 rank, or a lesser version of quick learner?
Thanks!
in the mod description:
"Warlord, Global Assault
Only non-support units produced in Metropoles are produced as elites.
Caster's Metropoles suffer a -100% base population penalty."
Are the conquered/founded cities not metropoles? Perhaps that is the issue.
If this doesn't answer your problem, it could be a hard-coded limit in the game. I didn't find anything indicating any city limits when I just now checked out the contents of the mod.
Before I report a bug on the Paradox forum, I'd like to know if your mod can be totally considered as safe for this matter.
Thank you! I know right.
I feel like The Wild Hunt was always a kinda crap ultimate and could actually use a boost. (The Floating thing is bad...by the time you get your ultimate you have Advanced Logistics and plenty of roads to get around with on land, and you can't use it to go over water because then everything dies when The Wild Hunt is inevitably disjuncted by the AI and you suddenly can't float anymore).
Haha. Very clever.
This mod is born from 400 hrs of frustration that doing that is futile against the AI and certainly against a player. They will just put it back up in a few turns. Also disjuncting costs a shit ton of mana at the level we're talking about and the disjunct is never certain. It also wastes you 2-4 turns depending on your casting points. And when you've wasted like 800 mana disjuncting some spells of course you love it when your leader gets hit by the critical failure dmg just before a big fight. Here's some numbers about disjuncting:
Base failure chance: 50%
Greater Disjunct bonus: 25%
Minimum success chance: 5%
Maximum success chance: 95%
Assuming 100 integrity is base and 5% success chance at full integrity and normal Disjunct, a Greater one would have 5-30% chance at full integrity.
Why am I even wasting energy here though.