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[20:43:36][ERROR]Unit Property Wind Ward Unit Property has no Icon!
[20:43:36][ERROR]Unit Property Wind Ward Unit Property has no Icon!
[20:43:36][ERROR]Unit Property Wind Ward Unit Property has no Icon!
[20:43:36][ERROR]Unit Property Wind Ward Unit Property has no Icon!
[20:43:36][ERROR]Unit Property Wind Ward Unit Property has no Icon!
[20:43:36][ERROR]Unit Property Wind Ward Unit Property has no Icon!
[20:43:36][ERROR]Unit Property Wind Ward Unit Property has no Icon!
[20:43:36][ERROR]Unit Property Wind Ward Unit Property has no Icon!
[20:43:36][ERROR]Unit Property Wind Ward Unit Property has no Icon!
[20:43:36][ERROR]Unit Property Wind Ward Unit Property has no Icon!
The useless builder was meant to go hand in hand with another mod of mine, which gave it a purpose in constructing barricades among other things.
I dont think it is possible to remove the summoned tag on the garrison units, but could alter the empire upgrade to exclude them.
Unfortunately I dont have the mod files anymore, so fixing them would require either starting over from scratch, or making a new mod on top of this one (meaning it requires this one to be enabled in order to work).
Just a couple of issues:
- Frostling infantry defense spawns a draconian unit, also the 1st "defense unit"
- that builder looking thing that does no damage and runs in a corner to hide, only adds more time to a fight, it's not just useless but pretty annoying to deal with every single fight, it'd be better if it just didn't exist.
And some more complicated issues are with Necromancer players, who not only doesn't benefit from spawning living defenders (that get morale debuff from Banshee or Blight Elementals), but Necro also doesn't have the equivalent benefits from structures like Hospital and Public Baths.
Lastly, destroying these summoned units can grant player +5 casting points if dedicated to neutral with the proper empire upgrade. If the Summon tag could be removed this would be solved.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=794257523&searchtext=empire+building+mod
-Which CityGuard groups? I couldnt find them myself.. Its been a while yknow :P
-UnitDraconians was my goto testfield for the summon spells. No current changes either.
-because laziness
-I tested necros recently. I dont know why, but it does work and even gives them ghouled units. .
--What did you do with AOW Structures other than the new CityGuard groups.
--I couldn't find any changes in AOW_UnitDraconians from Vanilla
--Is the bathouse spell the only change in SpellTest
--AOWUnitProperties: Are all the changes confined to Abilities Cast DLC3
--Why do humans seem to have all the summon spells?
--Do the summon spells work for Necromancers? I didn't see anything set aside for that "race".
message me when its done, Id like to try it out ^^
Cant regenerate does benefit necros and dnoughts. Whether thats good or bad depends on your opinion on the factions strength. Its nothing gamebreaking either way, atleast not more than some of the countless exploits in the game :P Could you check, whether it blocks support units healing on the strategic map aswell? (It shouldnt.)
I just tested the mod as tigran necromancer and got the correct units.
Builders are always human bc they are tied to a non-racial building. Its no major issue, since there is no difference between races for that unit.
-vanilla ai makes use of the garrison, but newly generated cities dont spawn with the buildings i believe.
-the mod itself is pretty simple, but huge due to the fact that i had to make two spells per unit, which are identical, save for the unit that is being summoned. Youll find the spells under "Active Abilities - Cast DLC3"
-To edit Properties dependent on City Size, open CityLogic.rpk, go to settings -> City Sizes. you can even add new City Sizes from the looks of it.