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Going through 2 of these things, plus gates, siege, and the 300-500 trash units a AI will stack can can be such a hassle unless you're running around with some t3 magic or units. That or 40 ballistas which is a hassle and drain on early to mid game economics. Considering how the game has a habit of dropping factions right next to each other even on the largest map while leaving other areas uninhabited means you end up clashing with a factions capital early on with no means to get rid of it. This results in you being constantly harassed behind your main lines. while you deal with other Ai beelineing you.
To anyone who uses this mod, personally I recommend you go into the file and tone these guys down just a bit.
I left the event in as well, in case a future patch fixes it again.
In the mean time you can always open the mod in a text editor and spawn the Guardian manually for each class.
If a mod adds a new unit, all subsequently loaded mods will have their unit id's shifted by 1. The savegame won't know this and so what used to be a chest will now reference a dwarf, with some properties derived from the save and some from the now-changed unit definition in the mods.
I don't think it can be helped beyond not updating mods. If someone knows a way to solve this, please let me know.
Some chests are named now and wandering around. But the most weird is that the ultimate guardian is no longer in the ancient forest where it was. Now he is in an library 4 squares away from the forest but nameless and so useless, i cant activate it and so also use no rituals. He also has less than half hp.
Maybe there was a fight against the chests at turn ending but now idea why he is nameless and at other location. Seems different mods dont work with others :(
Also are much ai named chests wandering around, most with 10-20 nameless units, all small units like warriors and archers.
I'll take a look at that CoE4 mod, maybe they have a better solution. Thanks for the suggestion.
The CoE4 mod populos (or so) also gives treasure chests but there every chest has the fuction to seltdestroy it. It would be fine if it would be possibel here too.
The author has hardcoded the ritual number for his newly created ritual power sets. Unfortunately the program assigns those numbers sequentially, so if my mod gets loaded before Fungal Fright the executable has already assigned that ritual power set number and so his newly defined Lake Troll rituals get assigned to the Guardian.
He needs to define a newritpow, create his rituals without manually assigned the ritpow number so they get assigned to the last created set and then immediately needs to define the units using that ritual with power 0 <lvl> (meaning last created power set) before defining the next ritual power set. Otherwise he will keep running into compatibility problems with other mods that define new ritual power sets.
Getting a cursed item indeed sucks, but this is a RNG-heavy game after all so it somewhat fits that sometimes the ritual "fails".
Go to \steamapps\workshop\content\1606340\2590412259 and open Crafting Guardian.c5m in a text editor. There's three sections called "newmonster" which defines the three Guardian levels. In each of them there are properties called "gold", "iron" and "trade". Simply change those values or remove the lines completely.