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While not quite Priest King levels of excess, that was always plenty in my games.
Mm, I guess I could add it though, still have to clear up some things eventually, anyway (like the junge tribe villages made usable, where I completely missed to answer the question, sorry.)
Step 1: take the settlement, and have it not turn into a ruin (say, due to being a city that degrades into a town or a village into a hamlet, or just it not happening by some other circumstance).
Step 2: leave the tile immediately the next turn.
Step 3: the tile now turns into an empty desert yielding no ruin.
Right now, the capitol gets turned into the haunted version by the desolator ability if not already, so maybe give something that the class can do with the haunted capitol.
Also, have you considered bringing magic resistance for your mod units in line with coe vanilla? Extremely powerful magical beings in vanilla have 10 mr base, with only doom horrors getting 12, yet this mod as well as your fae one seem to regularly have beings with resists well beyond what the usual vanilla statline has. (This isn't counting bonuses given by bless or etc.)
For the town just disappearing... Mm, sorry, that one never happened in my games either, and in this case I can't really imagine what even could be happening here. I guess I will eventually have to make a test tun with a few dozen Desert Avatars to see if I can pinpoint any strange behaviours in that direction.
Also, can the class get something to do with ruined ports or the capitol? They can't be turned into a necropolis.
Now everything makes sense again.
I can't really imagine why it would ever turn into a forest otherwise, but I will check later and see how that goes. Usually I stay around on Oases all the time without any problems, unless a recent game update changed something? But that seems unlikely, CoE mods are rarely influenced by those unlike other games. Very strange indded.
That sounds unusual, because Oases are desert prove, so once you move onto it and cast the ritual it should be safe. If not we have a strange bug here that was never present in my games before.
Honest answer? I never really looked into this mechanic. But thinking about it, it would also be a balance consideration. The class already has 6% chance per turn on the main caster (Tomb Keeper) and 10% on the secondary caster (Scribe Magistrate), then later 4% for its tertiary caster and then two other commander types with 6% each. And their cornerstone caster respawns for free when killed. That is a lot already, I think, and while some classes like the Priest King or the Barbarians have more volume, these numbers already are the upper limit of what I feel as reasonable for CoE.
First, thank you to morkelebdwyer, Kazeck and drawain for your kind words.
@crawlers
It is indeed suspicious, why a Cult absorbed with its own righteousness would cause so much wanton destruction wherever it walks. Hrm, but besides the lore-talk, later there is a possibility to create Oases from thin-air (well, desert plains), until then one is rewarded for walking cautiously, but usually an early Oasis is a nice bonus rather than a necessity for progress in my experience.
I'll be giving this one a more thorough play through later, but what I did today was great fun!
Ah, I see, yes. Negative terrain numbers -1066 till -1068 overlap. For a quick local fix you could open my mod file, search and replace all instances of them with another number, like -1166 instead of -1066 and so forth, that should avoid the problem for this particular mod incompatibility. With only about 200 possible numbers here to work with, it is nearly unavoidable to step on each others toes sometimes, sadly.
Yeah it's the terrain, when both mods are active all villages on the map are replaced with desert tiles.
Mm, what do Raise the Levies and my class do that might conflict here? I suppose terrain numbers again, really wish those were auto generated and not fixed.
@Feraa
Do you mean the Relic Priest (Prophet/Principal)? Yes, those respawn when dying, free of cost. As long as you hold a Necropolis or Sacred City of the Dead the chance should be 16% per turn, with a message to inform about it at round start when it happend.
Only if the Priest dies and all Cities are leveled by Meteors one would be locked out, but this seemed so unlikely I never made a fail-safe for that, although I am sure, someone someday will experience it and I will regret my optimism.
And I have discovered the Pillars of Creation. Lovely times, having to march across the map to seize it from my strongest rival's lands lmfao Gotta amass my forces into a cohesive army so I can sweep through them. Darned Hoburgs... Lol
And thanks for the compliment as well, of course, always glad to hear people enjoy my mods.
Pillars of Creation and Sphinx are not included, although one might expect them to be, now that I think about it. Mm.
No solid clue about the "when" I am afraid, still plotting about the mechanics and units and... everything really. Not much time currently, sadly.
Cant wait for the next one to go online. Do you have any idea when it will happen @Nathan Pascal?
After dark winter forests and scorching desert sands I might set my sights on boiling swamps next. Although, to be honest, my creative ambitions might be limited a little by my inability to draw any new sprites, so I am not sure yet, if I will be able to do what I have in mind.