Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1) "Hermits" should have more than one character? ;) The Rune Warriors are part of the "Mystic Warrior" class of units - they're supposed to represent the "heroes" - like Conan the Barbarian, Hercules, etc. A single character in the model just seemed to make sense.
2) The only units that have a range of 3 tiles is the Celestial Dragon (Drako). All other ranged units have a tile limit or 2 or even 1. There are a couple of units that can "teleport" (aka paradrop) from many tiles away, but they can only move a large number of tiles, not attack from that distance. Can you tell me exactly what unit is attacking from these distances (and what the distances are) so I can try to recreate the problem? If they are doing this it is definitely a bug that needs fixing. Getting specifics so I can try to recreate the error helps a great deal.
3) All units (with the exception of the first unit in the class) have pre-req techs. Wyvren's should be Chivalry. All units (with the exception of the last unit in the class) have obsolete techs, so they can't be obtained after that tech has been reached. If a unit can be obtained at game start without these techs, please get me a list so I can test/duplicate/fix the bugs.
All of these behaviors you're describing are not intended in the design, so if the mod is behaving this way, there is definitely a problem.
OTOH - if you're playing this mod with others, there may be some sort of inconsistency between them causing the problem. You can be test that by playing this mod alone and see if it behaves the same way.
Thanks for letting me know. If you can provide some more specific details, it would greatly help me get the code right. Appreciate it!
Yeah man, I like this mod. The fact that I can by faith tiles in the ancient era doesn't make me too mad, but the multi tile attacks is a big issue.
Yeah, that's been happening since I first got your mod.
No good way to force AI to get obsolete units to create Holy Sites. Will be even less important when they can only build "Cairns" - which is the Holy Site-Lite terrain improvement I'm working on now. The HS can be a nice improvement, but the Cairns will be less beneficial, and many players may think normal improvements are more useful than Cairns. So, hopefully if the AI doesn't build them, it won't be as impacting.
-- V
When I first played it the rapid availability to make holy sites and purchase over powered units with faith unbalanced the game too much.
I love the changes you made, cairns are better for game balance, reqs for super units are a must (and you employed that), and you even fixed the xp problem for fantasy units....overall, ty very much.
Cheers
@kkeday - you mean the first 4 (pedestrian) dragons in the Drako class? The last two can fly over mountains since V3. I can add that capability to the pedestrians, no problem. Please remember than any time a unit ends its turn on a mountain tile, they will encounter a 50 HP loss per turn. This is hard coded into the game engine - no way to avoid it. It's not much of an issue for the flying dragons, as they have plenty of movement points and terrain costs don't affect them. The pedestrians wouldn't have these benefits. Would that be acceptable?