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I have this mod, and the resource conversion spells mod.
They have the 'Ghoul' trait, with the accompanying modifiers, but not the 'Undead' trait, with its modifiers. They don't benefit from Necro empire upgrades like Vampiric Hunger, which gives infantry/pikes the Life Steal trait. They also are affected by various morale modifiers which should only affect living units, like preferred terrain and base happiness.
Having these units drink from a Well of Souls makes them properly Undead, with all the appropriate modifiers. Necro upgrade 'Harbingers of Death' also makes these units properly Undead when left in the stack with a Hero.
Enemy AI are producing these 'camper' units, but I don't think they ever actually use them to build camps. I suspect they're just flush with gold and building whatever units are expensive - I don't know how the AI prioritizes unit production.
Mon Capitaine, you are a gentleman and a scholar. Works pretty well so far.
Noticed a few things:
Units do not need to be produced in a city with a mystical upgrade, as long as they are recruited from the camp in a city that has the upgrade, they benefit from it. Works for me.
Units recruited from camps do not benefit from normal city buildings that increase unit xp rank, (Arena, Guard House, Shooting Grounds, Laboratory, Rider's Hall, and racial T3 Building) regardless of where the unit was produced or recruited.
Warlord spell Global Assault, supposed to promote all units and all units produced thereafter to elite rank, does not affect units that are recruited from camps after the spell is cast.
On the whole, love it! You got a Patreon or anything?
I appreciate it and look forward to getting some T1s pumped out to garrison in forts and stairs =]
=]
https://docs.google.com/document/d/1jgwAg70dwNm8i3nFJqt8hrnwpNmxudn2aSXuvDet-5w/edit
BTW this reminds me HoMM and it's "buyig all units" mechanic. I guess it can be partially recreated by building an Inn-like structure which will refresh it's units.
1) medals are also possible.
2) You dont need that much production to benefit. Its more about making the most of the production you have by wasting less.
To go with your Elven Archer example: A City with 60 production would spend 4 Turns to produce two elven archers (2*80 production) and waste 80 production in the process. If it produces two elven archers at once for 160 production, it will take 3 Turns and only waste 20 production.
3) I dont play with the balance mod so I wouldnt know :)
What about medals?
In fact this mod gives more profit for the races with cheap units (good luck in reaching 160 prod points for doubling Elven archers) and specializations with ability to reduce the costs.
There're some changes in units' costs in Balance mod (Halflings, Orcs). So x2 versions may cost not x2 if BM is active. But for me it's pretty minor issue.
how hard is it to add units from other mods? :-)
1) Minor. Some races have T2 pikemen and Tigrans have T2 infantry
2) I think imposible to fix, Camp units are not affected by "secret: structure upgrades like Ancient Ruins or Crystall tree.
Localization can be done using naming formula like <Dictationary unit name> x2 or x3.