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Is it possible to add some kind of undead fish?
That was likely caused by a mod update corrupting your save. A small number of new units were added, which shifted the IDs that the game was looking for in the save file, resulting in one of the god units being selected instead of a manikin.
Basically, at any point i could just walk one of my commanders into a forest with nothing, recruit 300+ units instantly and leave again. I think the asphodel grove ritual may have done that? I'm unsure. If this is intentional, i think it should be nerfed ^^*
Besides the 1 million unit jumpscare, i think this is a really fun faction to play!
The recruitment units also clash with the theme a bit I am guessing that's WIP?
Other than that I love the theme of the mod a lot, love me some plant undead.
tried just asphodel mod, no ohers, still ddin't work.
oh well.
thanks again dude.
During my Enchantment test, I didn't notice anything in that regard.
And the Prince of Thieves uses it as well.
Though you might need to adjust the enchreqterr setting.
That could cause the Enchantment to autodispell if you just copied the ritual and didn't make your own.
-1. bramble forts can be casted in ancient forests, and seem to stay.
i didn't wait twenty turns or whatever to see how long, but it lasted more than the one turn of the
vengeful type groves
-2. i tried the various groves, the original grove, the newly created groves (vengeful grove, made in forest)
and the ancient forest, turned into a vengeful grove, as well as the asphodel grove.
none held the bramble fort past the turn it was casted, i.e. one turn, then it disappears.
my conclusion is, i don't know XP
one question actually: do you use any other mods alongside this one when playing?
i realized that it's possible it's a strange conflict between the mods and the base code, possibly?
i'll try it out alone sometime and post to let you know, otherwise, thanks for the help,
hopefully we'll figure it out at some point.
if that shows nothing different, could it be related to what is says about being castable only in
asphodel? as well as sacred and ancient forests?
Edit: just found an ancient forest with another dryad hag player,
and they have a bramble fort on it.
the thot pickens (jk)
if that shows nothing different, could it be related to what is says about being castable only in
asphodel? as well as sacred and ancient forests?
and let you know what i find
when i cast bramble fort, it seems to work as normally, but i'm noticing when i look back,
the forts are gone?
i'll do some more testing and let you know what i find.
Edit: yup, i confirmed it. i casted bramble fort, waited a turn with the commander in the fort,
and next turn it was gone.
So if growth is the mantra of the Asphodel I would think there could be a mechanism to grow forest even more. let it overtake cities, deserts etc. through rituals and maybe make some "wild growth forest" to make it even more fun.
also you could make something really fun stuff with graveyards as we know that it uses corpses.
I like that you took away regeneration. it was too powerfull. its also a little sad though because everyone love regeneration lol
As far as wandering carrion goes- the ancient forests and groves already freespawn them occasionally.
maybe from this place the freespawn roaming carrions could spawn.
also Im curious why this faction dont use the black hands resource as it is very much related to death and decay.
speaking about decay wouldnt it be cool if the decaying mushrooms grew maybe in the "carrion woods".
anyways I love the concept and hope you develop it even more :)