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The Blacksteel units not having descriptions is because the "copy spearman" command doesn't copy descriptions like I would like. I've added them directly to the Blacksteel units with the latest update.
@Tuurin3
Once you have 25 research, there is a 6% chance each turn a Magic Library under your control becomes an Academy of Higher magic. If you lack an Academy of Higher Magic, you get a second 20% chance (on top of the 6%) to get that upgrade. The Level 2 Library must be a Magic Library, it can't be like a City with a Arcane Guild. If it still seems broken, I may have to ask for your save file to check what's going on.
@ImperfectusZion
Problems? As in PLURAL? 😭
@Nukular Power
Thanks a bunch! I have a number of other incomplete mods I occasionally work on. I'd like to publish another at some point.
@CatFoodBob
I 100% checked if I could add a custom variant of the Mage Guild to the class, as increasing the library level of tiles would be pretty on theme. Having a Guildmaster ally come drop a Mage Guild on your City of Scribes definitely removes one of the class's gates.
Mainly cause the guildmaster can just Cheese the librarians starting citidel to tier 3
Thanks! Love to hear it.
@Lordlynel
No clue what happened with your save there. I can't think of a recent patch that would've committed such a sin. Notes are "unimportant" but not noncombatants, as noncombatants aren't treated the same as other units for selection during events. Adding that tag may break functionality, it would requiring some testing I can't remember if I've already done.
You're absolutely right about converting all starting scribes to Librarians, I'm bad at math. I don't like the idea of adding more free research, so I've slapped a price tag on the LibSAT to make acquiring more Librarians an all-in. Not a perfect fix, perhaps, but a quick one.
You can definitely use another mod like Garrison Defense or AI Suicide Prevention to add early game defense units, but I don't feel that class needs anything more of that vein built-in. Four arbalests and a Librarian is more than the like two archers many vanilla classes rely on to stave off independents. Investing scarce early income on defensive units while waiting for a good research event and watching the AI play doesn't sound that fun either. I'd rather force that income into some form of expansion: random recruits, Grants, caster graduates, Domesticate Animals, gem trade for Lesser Bindings, anything not stationary. Even then, Blast Traps and Gate Guards are currently an option. Iron trades 1:1 for gold.
Scribes can get XP from the event anywhere. I never even thought of restricting it to Scribes hanging out in the Publishers Forum so you can supercharge your favorite one.
@Doppelganger
I see what you're saying and am starting to see how either of those options could work. I think I prefer the outpost method, as stupid units may fail to step on the right tiles, get themselves drowned, and cost longer turn timers to process their events. I may implement outpost(s) in some fashion to replace Scribe micro as the game progresses.
@Embarec
Not sure if I prefer the idea of homing stupids to just more mercenary companies like the Mudfoots if I need to shore up the early game. On one hand the player would be living the Scribe life, but on the other hand having at least one fighting force to directly control might just be more fun. I can't imagine the stupids would be particularly expedient at getting a player to higher income levels.
The mod is not broken you just have to take non-aggressive approach and the knowledge work for you.
(c)
If you're struggling to find a Magic Library or suitable tile to build one, you can Raise Levees out into the ocean until you're far away enough from any gold income locations.
Which mechanics could use better explaining? I try to make it clear in ritual/unit/class descriptions. In the late game upgrading scribes to librarians and spamming Research Grants is going to net you way more research than using scribes+independent research. Having no scribes also removes the "scribe gained xp" event from the pool. A stupid Scribe smart enough to seek out the correct terrains and autocast Take Notes is not possible.
@Pandemonium
Thanks for the bug catches. I broke Custodians in one of the patches. I've fixed them so they can learn tier 2 rituals again. It won't fix any currently promoted Custodians that got the wrong rituals, however. I also updated the restriction on Astral Column to only be usable on the Elysium plane rather than Elysium/Sky/Argartha, since the planar group ID just doesn't seem to work in that capacity. It should be usable now.
Not spending 75 gold and 9 AP on a Historian just to teach them Resist Magic, Purify, and Curse is totally valid. Everything in the class is overpriced because you have 2 special resources, double income, and the ability to double trade. Your best caster is whichever one you can give a magic book, so perhaps wait and see what generic casters / spellbooks you get rather than teach an early graduate spells. Building up dope triple casters is meant more as a fun option in the mid/late game, but can be necessary early with lack of recruitment offers. My friend prefers Surgeons for that purpose.
@catfoodbob
Multiplayer crashes because there's a bunch of custom magic item sprites, which CoE5 apparnetly doesn't handle well. You can rejoin a game that crashes out due to those random errors and be fine, but the only fix I have would be removing all/most the custom item sprites which I decided against. It's not something I'll repeat in future mods, I learned my lesson here.
The spells are consistent across custodians.
Also I would love if included a late game "stupid" Scribe unit to be hired at high magic academy so you dont have to grind notes manually the entire game. Would that be possible?
That wasn't intended. I've patched it so newly minted Librarians can also upgrade to tier 3. Thanks for another find!
@junk
It's possible to use the 'Publshers Forum' to reset the Research location to a surviving Library as long as Notes/Research were still being generated in the ruins. If it were me I would try to operate out of the ruins just to see how wacky/buggy it can get.
@jarpe
Thanks for the info, I didn't realize getting an option from one pool would remove it from the other. As for your items changing, that occurs when IDs are loaded in a different order. I did an update to add Bless to some of the magic items, which shouldn't mess with the IDs but perhaps modded items function differently than modded monsters. There's less know-how in general when it comes to modded items. Loading another mod with magic items that wasn't loaded on the original save could cause problems, but I suspect the culprit is somehow the Bless update.
yea i lost the publishers Forum. i was able to generate research afterwards but notes had to be in a new location. also the research that i had didn't work and give me any breakthroughs from the broken Forum, so my librarians just sat in a ruins and couldnt do anything xD