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Update:
Recruitment:
Updated recruitment table to reflect recxcost fix.
Lesser elemental gem cost reduced 20% to make early game a bit more bearable. This may or may not have been a massive mistake for mid-game balancing.
Thought you might appreciate the reminder; I previously reported that you were using the command twice BUT it was only one working once.
Question about warlock : when I build a tower of elements (with an earth warlock) in Agartha, no recruitment available (not even occasional recruitment such as mages, artifacts etc...); when I build a tower of elements (with an Air warlock) in the skies, only cloud dwellers are recruitables. Is it intended?
Line 360
newritual "Link Citadels"
ritpow 21 # Earthlock
level 3
free
cost 10 250
terr 29
nearby1req 47
portalroom -51 # Fire Citadel
noportalreq 1
closewin
descr "The Great Warlock of Fire endeavors to connect his tower with the Citadel of Fire. Must be cast in a Tower of Elements built by a Warlock of Fire."
The rest are fine, it's just the Earthlock.
I haven't added AI pointers to all the empire building and terraforming stuff yet (on the TO-DO list for compiling everything), so it probably has no idea where and how to use those rituals. It should be capable of using summoning and promotion rituals without issue, and should properly raise dead en masse as necromancer. Or at least I hope as much, else AI literally can't play necromancer.
Even once I do put down AI pointers, the AI will never fully understand the intricacies of empire building, especially for the more complex patterns that I've been requiring since nearby<x>req got added back in 5.04.
TL;DR: I dunno. Probably not very well, but AI play will be improved. For a lot of classes, you are probably better off subjecting yourself to the horrors of social interaction with other people.
As for the gem deposits: I probably shouldn't have changed how they work at the last second without thinking of the second order consequences.
Towers is a known issue that I must have forgotten to put in the description.
Warlock of Air has the Water ritual;
Warlock of Water has the Fire ritual;
Warlock of Earth has the Air ritual;
Warlock of Fire has no ritual.
A visual/functional nitpick in that the Gemhunt rituals create desert terrain when cast regardless of prior environment. If i may suggest, perhaps a modified deep earth gem deposit would be more useful for the Warlock of Earth, as well as a thunder cloud for Warlock of Air and enchanted current/deep sea gem deposit for Warlock of Water.
Not sure whether intentional or not but constructed towers seem to generate a random gem type regardless of constructing warlock type.
Altogether i like the ideas, very nice mod and very nice work!
As for the recxcost issue, I'm not too torn up about it. I probably wouldn't have even caught it unless I took some time to actually play CoE5, and there's a decent enough workaround available.
Update:
Recruitment:
Another fix for Stone Warriors.
All paraelementals now cost random gems.
Don't die on us, who else could finish the Great Work if you weren't here?
Update:
Rituals:
Various fixes for things that I should have noticed.
Greater Drake Summoning now costs 3AP.
Text updated.
Notice a pattern? Get off your high horse.
Arvay:
There is an abundance of generic human troop-reliant factions, half of which I've already greatly expanded upon and the other half I will this weekend when I have the art assets from Emperor Herb. There's zero reason for this to be an "issue". If it bugs you that much, do it yourself . You literally need only delete line 78 to restore standard troops.
My mod. My vision.
That said, nice fixes, thank you for the fast and efficient work!
Regardless, I'm not at all surprised that I missed a few things in the process of optimizing my workflow for this. When I return to it, I suspect I'll miss things again.
Enjoy your broken saves.
Recruitment:
Fixed a pair of reclimiters.
Rituals:
Reworked costs of kobold gem rituals.
Renamed kobold gem rituals.
Text:
Corrected several typos and a fair bit of forgotten copied text.
The warlocks as others have said have some funkiness, but I'm sure it'll be resolved, I haven't seen anything they haven't already noted yet. As always thank you for all the hard work Commisar.
Haven't seen anything wonky besides that, wonderful work as always and I love that the kobolds now have a reliable way to expand and flourish.
Especially nice is that they can mass sumon drakes for a relatively low and affordable price.
Wonderful work as always.