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yeah, i thought as much. thx for the info
if so, then that might cause random enemies to take everything, as long as they have points.
for example if you use a mod, that gives like 100 trait points and randomize you faction, the game will actually take everything it can, as long as there are enough points, completely ignoring the cap of 5 traits. this might or will happen on randomized enemies aswell.
could you explain what you mean?
ok i tested if making it -200% cost and it actually works.
i made the test with the society trait you mentioned and it seems it's just down to simple math.
im going to update it with this change, i mean in the end these transformation traits are advertised as cost free, atleast for the first 3 turns ;)
https://imgur.com/a/VNEpI4X
This specific ruler starts with -2 mana income due to traits and society traits, so there's no hope of ever casting Geomantic Crystallization at start due to this. It is a very niche case, but still worth me bringing up as I would assume it applies to any societal trait which touches transformation mana costs.
True on the fitting part, though. Just unsure if practical considering how it utterly crippled the ruler above I made. I do wonder if discounts could go above 100% to counter this issue, too.
never have gone over 100% when it comes to these types of values >-<
ahh i see, that makes sense
Sorry english isn't my first language even if i understand it pretty well :3
The 30% added cost by the other mod's Fundamentalist society trait is being applied after the 100% reduction your traits are doing, therefore making the spells have a 30% mana cost instead of 130% or 0% mana cost.
Meaning that Geomantic Crystallization needs 170 mana to cast instead of its normal 500+ mana cost for the first three turns of the start - they all still have 0 casting point usage.
You have 3 turns at game start until they hav their normal cost
thx for the nice comment
i don't really know what you mean? does the transformation have a cost in the first 3 turns or did i miss read that?
Just had a game where I used Fundamentalist from that mod, and your Geomantic Crystallization starting transformation together, and couldn't cast it in time before the cost went back to normal. I'd assume the same is of any other transformation trait with cost increases.
An edge case which I've gotten curious about to an otherwise really, really good mod. This mod's a must, and you did such a good job on it and your suite of mods! I use them all!~
fixed
for what ever reason the reveler's heart was neither consídered a transformation, nor chaos spell by default so i added the tag for it and replaced the shadow label with the correct chaos one :)
And apparently some effects on "Optional Cosmetic Transformations Mod" doesn't work. That's what I meant.
what do you mean by, some effects don't work?
from my mod?
Also not sure if it is mod conflict but crystal transformation still costs mana to cast.
edit: Just as a heads up apparently that mod might be broken to some degree, I haven't had any issues but comments say some effects don't work.
I've checked quickly and there's no simple way to patch this, other than completely gutting the ET mod of its chaos changes or somehow replicating it's effects in your mod and re-referencing the ability to the modded one.
Afaik no way to somehow make your mod actually cross-reference another .rpk like that, but maybe there is.
Might look deeper into it later, for now I've disabled it and all works well.
my mod does nothing with the tome itself, just adding the spell from it, the other mod however changes the tome, making the origin of the spell invalid and the trait unable to give the spell.
i tested and it works on my end
you are using the elemental tomes mod, correct?
I've tested all of them and this is the only one that doesn't give me the spell in the beginning. Might be mod conflict, but might as well be just a bug?
that mod is deleted, i made a new mod, that turned these custom transformations into society traits
the reason i made them not mix, is because the will have stiff ugly looking wings, when you mix them with other stuff, that adds wings.
there is generaly no balance reason for certain transformations, to not mix, it's jut because i testet all of them and saw what happens, the ones with glitching visuals got that "not mix" rule from the base game
this mod adds the transformations from the dlc too, they are required.
Im not doing every litte bit for every dlc!
Just the ones that add the same body parts like a tail (naga + gloom strider) or wings (angel + demonkin), these would cause some buggy visuals, the only exception is angel + harpy (from one of my other mods).
all other major transformations can be mixed and matched without any problems