I cant believe this mod is STILL going strong :D Just reinstalled the game again (for the 5th time), and the first thing i always do is go to the forums to dl this very mod ;)
Baleurion
yes, do want XD I can write backstories and such, make factions, sovereigns, make tiles, but I know little of asian history / mythology so you'd have to tell me what to make and show me reference, and I'd make it XD PM me if u want me on your team =)
LOVE it, i love the little "....IGNITE!! [e digicons]XO[/e] " effect on impact
I love em, definetly better than vanilla! But i think the fireball should more like, explode in an actual fireball rather than a chimney leading to a mushroom cloud :P
I agree with all of these! One thing i was dissapointed with on release was that all races are basically just humans, theres not enough fantasy here. I want dwarves, fairies, orcs and draconians. Making your own custom faction and changing the skin color helps, but not enough :P
Agree lol. Even some basic grammatical rules would be nice, like no more than 2 vowels in a row in each name, always a consonant after the other vowels, never XZY next to eachother etc.. Heck the easiest thing would probably be to code it like the japanese language (lol), just have chunks of 2 letters that form one sound combined. Kata, Rubiri, Borari, Deraka, Pydimi, Zuleda. Almost any combination you can think of is pronouncable.
[quote quoting="post"]There was an article posted earlier today on PC Gamer UK outlining some of the frustrations that the reviewer had with the pre-day 0 version of the game as well as a problem he was having with tactical battles. In the article, he quoted an inflammatory forum posting I made on a site I participate in called Quarter to Three. This is a site I’ve been a participant in for many years and many of the people I discuss things on there are personal friends
[quote who="Cathedralsquares" reply="2" id="2733248"]Save yourself a headache and turn autoturn off. [/quote] Doesnt fix the other bazillion popup-with-no-info issues :)
Err for some reason my thread isnt showing up O_o
Its especially annoying when the game thinks you're done with your turn (with auto-turn on), even when your main hero is standing idle with 2 move points left, and your capital city is wide open and ready for construction and training those new units you just designed. SWOOSH, its 5 turns later, brigands attack a peasant, thats all the popup window reveals, i think "meh, just a peasant" and click auto-resolve and it turns out it was one of my friggin villages, destroying it compl
Its especially annoying when the game thinks you're done with your turn (with auto-turn on), even when your main hero is standing idle with 2 move points left, and your capital city is wide open and ready for construction and training those new units you just designed. SWOOSH, its 5 turns later, brigands attack a peasant, thats all the popup window reveals, i think "meh, just a peasant" and click auto-resolve and it turns out it was one of my friggin villages, destroying it compl
I have WAY worse preformance in this patch than i did with 1.02 (or 1.05 before the hotfix, i think). Also i crash so much now its unplayable, before i could play for an hour or more before crashing, now it crashes even in the early-game.. Sigh, the messed something up.
/bump (hope all the crashlogs will be of use)
Still dont understand how they could make such a simple booboo in the faction editor, and LOCK half of it in the hotfix rather than just, fix it, which i myself accomplished in a minute (its just a single line that needs changing).
Why do you need the F_Civilization_General ? I mean, creating a kingdom faction works fine, all techs are there, so what exactly does this entry add? I know the vanilla factions have it, so i guess its only fair :P
I had the same in 1.01 (never played 1.00, maybe it was in that too). Basically if it lags or chugs, and i click quickly, it forgets to "remove" the building, allowing me to place another.
Yeah, i suppose i was one of the "lucky" ones who only crashed at the mid/late game before (in 1.00 and 1.01 + hotfix), or if the game really started to chug after one or two hours. Now however, with 1.05 i crash every 5-10 turns or so, no joke. I'm even still at the early game with only 2 villages and a flat empty snow landscape, hardly taxing on the computer. And I'm even playing on just Medium maps, its running worse / crashing more than Large maps did before. EDIT: ac
Seems u just gotta change Empire_Tech_Tree (which doesnt exist) to Trog_Tech_Tree What a booboo they made on that one lol, but why wasnt it just fixed in the hotfix rather than disable the entire editor?
So anyone knows how i can "fix" my imperial factions created by stardock's creator, so they have techs? :P What do i add / edit in their .xml? Thx! edit: seems u just gotta change Empire_Tech_Tree (which doesnt exist) to Trog_Tech_Tree
I also want the grid to be able to be disabled in tactical battles >_
- We have temporarily disabled the empire faction portion of the Faction creation mod tool since it was creating Imperial factions with invalid tech trees. Any word on WHY this happens? Is there an .xml entry in my factions i can manually edit quickly before the next patch fixes it?
Just some different factions i quickly threw together, for those who want even more possible AI opponent factions than the ones you've created yourself :) Share yours too!! (is there a way to add a collapsible code window, rather than posting dl links? adding all the xml code here is more tedious than just downloading a .zip) [e digicons]:blush:[/e] http://www.filefront.com/17248495/Baleur-Races.rar/ <
THANK YOU SO MUCH FOR THE PATCHES [e digicons]:D[/e] But it is kinda annoying that my settings revert to default after each build.. [e digicons]:hrmph:[/e]
Your hamsters suck [e digicons]>_>[/e] [e digicons]
You can in the faction creator coming in the patch in an hour or so :D (your soldier colors are in the faction settings, but i agree, you should be able to define them on a per-unit-design basis)