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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3404094034
I recommend to use the above mod instead
I made fork of this mod and fixed handful recent bugs.
description says animal priest are at least H2
but what happens is that animal priest rather often gain +1H; with the result that Bandar Log can recruit 1H priests for 60gold, which usually will be 3H priests within 1 year and 5H in 2 years
Bugged? Or working as intended?
I suggest you make all national sacred-summoning gods use the autosummon, not optional summon variant.
My 'issue' though is the means by which it spawns lesser monoliths. They're a major draw of the chassi, but having to make the lab first makes it logistically awkward. I see a need for a control mechanism to prevent spamming them, given that they are teleportable, but the mobility itself strains against the flavor (as I guessed it) for the lesser rocks; while the Monolith must be teleportable for the monodrop tradition, lesser ones seem like they should be stationary and sacred, as fixtures of worship.
Suggestion: Make a separate unit for the lesser monolith, with the unteleportable and holy tag. Change the event from triggering on temple construction to have a chance to trigger each turn if both temple and lab is present and no lesser monolith is present.
1) Vampire Queen: I may have raised my thoughts on this back in Dom5 (though the mount changes solved the worst issue). Only 3 nations have access to the Queen, so feels like its conversion should work well with all three. ATM, the mechanic checks per gender separately, so Sauro with its mixed-gender blood has twice the benefit of Bogarus which is all-male. In addition, the female variant is a lot more powerful since she (slowly) produces freespawn immortals, not OP still feels much much superior.
Suggestion: Since it doesn't fill a flavor role (unlike eg Ensi/Entu), the split feels unneeded. My suggestion is simply having a single version called eg "Vampire Consort", based on the Vampire Count.
Re: compatibility, I will try to retain compatibility with Worthy Heroes as I'm maintaining both mods, but I can't promise anything else. Back in Dom5 there were a few utilities for making mods compatible, hopefully we'll have something like that for 6 soon that will make things easier.
Is there anything you'd like tried out next?
Is the mod actually compatible with WH? ngl I assumed it wouldn't be since it adds so many units
-pretenders added by this mod not showing up in pretender creation menu
-nations being able to recruit pretender chassis
-certain sites allowing recruitment of pretender chassis
-certain mounted units having their mounts replaced with a pretender chassis
Although a shame that I'll have to turn one mod or the other off, this combination did give me a few good laughs.
Some Pretenders are better for a certain nation or for certain playstyles.
EA R'lyeh for example has the Polypal Queen giving you amphibious Spawn, making that useful on land. Or you get a Titan of the Sea for free Amulet of the Fish. Depending on what you want. I also think EA R'lyeh isn't realy that weak? It's very strong underwater, but has some problems getting on land. And quite a few of the Spark Pretenders can help with that.
Don't know about compatibility, but I assume Pretenders from other mods are not included. Sprite Overhaul should work if loaded after Spark. Right?
It doesn't look like it, but thought I'd ask.
Also, is this compatible with Ethnic Pretenders or Sturm's sprite overhaul?
Also, V2.05 Update is now live:
Great Mother now creates 5 pop per candle instead of 50
Queen Mosquito now correctly has no slots
Added some Gods to LA Pyrene
Jade Emperor now correctly gains Celestial Servants
Daibutusu had doubled monk production
Temple of the Sun now correctly disappears
Fixed some incompatibilities with Worthy Heroes
Firstborn of Rhuax now correctly causes Lava Warriors to spawn at Volcano sites
Unseelie Soldiers 12g, 9rp > 20g, 20rp
Terror of the Deep Incorporate 3 > 1
Fixed Devi of Good Fortune events occuring at low luck levels
Ilhahat of Fate now only grants Fate Charm to H2+ priests, casts Group Luck not Battle Fortune
Removed redundant fort construction messages
And i have a question : is this mod work with modded nation (and modded pretender)
Been loving lava boy as EA Abyssia.
animated holy water auto routes (dies due to mindless and magic being) at start of combat unless you have a mage present. you can lose a ton of them due to random events or tiny incursions.
It's technically working as intended and not the end of the world but it's a bummer if you try to build around the mechanics of that pretender only to have your hard work wiped by random chance.
#selectnation 123 -- LA Pyrene
#addgod 8991 -- Infernal Spirit
#addgod 8996 -- Bloodstained Edifice
#cheapgod20 8991 -- Infernal Spirit
#cheapgod20 120 -- Moloch
BTW with the Infernal Spirit I'm rolling over my first war opponents with devils. Being able to summon so many demons per turn without taxing the blood economy is very strong.
V2.04 Update
Terracotta horseman & chariot were size 3
Duiu of Farming now creates Fields sites in Spring & removes them in Autumn for 50% taxboost
Returned Asphodel to 300 cost temples in forests due to money issues
Titan of Love now correctly spawns starting Heraira
Mermaids cost 0 > cost 350g & gained correct landshape & glamour random
Asynja gives correct starting summons and Throne summons
Zmey Gorynch hp 125 > 95, Str 25 > 22, -2 to non-air paths in Dragon form
Spirit of Sargassum now creates Kelp Groves and Forts in Kelp Forests
With Bogarus you basically just flip starets which is very useful, since they tend to die of old age all the time. Feels a bit less impactful overall though.
Same deal with sauromatia. Witch kings, and a few warrior sorcs if you arent paying close attention, get flipped, which gives you some pretty heavy duty DB casters, but you aren't just swimming in them the way you are as Ulm. The only catch here is that it actually feels a little bad when you flip a warrior sorc, they almost feel more useful as the mounted rider for thugging purposes, even if they lack the immortal flying pieces of it.