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Nahlásit problém s překladem
Firstly, the AI now never seems to build their religion at all. In previous versions they were happy to build the shrines and temple cities, but in this version I haven't seen any built at all.
Second the Koatl Village resource never spawns naturally. I've read you intend this to be a replacement for the elves now they are part of a main faction, but if the resource never spawns then they can't be.
Hope that helps. :)
Thanks for the great mod.
The AI will only elect to convert buildings to temple cities, strongholds and freetowns if they have more cities than the city limit allows -- at least, that's how it's always been in Renaissance during all of my playtesting. So if they haven't hit the city limit, they won't build religious cities.
Shrines have fallen out of favor for the AI ever since I removed the shrine building perks. But it's been many patches since I did that -- perhaps a year ago.
The second bug you mention isn't anything I can reproduce. In all of my recent games, I have seen Koatl villages spawn in every single one.
They did only spawn on one continent in the overworld and no where else that I know of.
So it's possible to miss them.
But seriously, your efforts are greatly appreciated.
Lol, thanks. I appreciate the vote of confidence. :-)
How is the hero system in this mod? I remember when I vs my friend in warlock 1. Whoever gets a supreme hero first with some enchancements could basically solo the other's side's entire army. To give a example, we both have a massive empire after many hours of playing, only difference was he had a supreme hero, not even a 2000g legendary hero, just a supreme at 900g. It was the vampire lord. He never even send his army to clash against my army. His supreme hero with some enchancment just soloed my entire military while never retreating or backing down. Was wondering if that is still the case in this mod or warlock 2 in general.
Thanks in advance.
Lords (heroes) are definitely still a big part of the game. But Renaissance Mod does two things to greatly improve the type of situation you're concerned about:
1) All lords have been better balanced so that they are all relatively equal in strengths and weaknesses for their stage/tier. For example, all tier 1 lords (150 gold cost) are fairly similar in power to one another, just as all tier 2 lords (700 gold cost) are. However, base tier 1 lords will always be weaker than base tier 2 lords (base meaning without any level-ups or enchantments).
In addition, Renaissance Mod greatly expands the amount of lords available for hire, including a huge increase in legendary (tier 3) lords that cost 2000 gold. In this way, more higher tier lords are available for recruit later in the game, when you need them most.
2) There is a spell added in one of the DLC called 'Call of Suzerain'. For 100 mana, it makes a random lord available for hire on your NEXT turn. This greatly improves your ability to load up your army with lords appropriate to the early, mid and late game. Sometimes it takes a few casts before you get an ideal lord, but this spell always gives you options.
In the DLC, this spell is only available via starting perk. Renaissance Mod takes this game-changing spell and adds it to the spell tree fairly early on. So you can work toward researching it and getting your own lords as quickly as possible. (In Warlock 2, there is a spell tree just like Civ's technology tree, so you can strategically advance your game rather than through the random assortment of spells that Warlock 1 offered.)
So with both of these changes, along with all the new lords the mod adds (more than double what the base game provides), your experience with lords should be greatly improved.
In addition, Renaissance Mod adds more ways to increase the resistances to various types of damage, so a hero like the Supreme Vampire can't just solo your entire army. But you do need to be strategic in how you outfit the defensive resistances of your troops.
Hope this helps. :-)
Awesome! Thanks for replying and everything you said is perfect, exactly what I was hoping for. Now just gonna wait for a sale. Hopefully a early summer sale in june lol.
I never dismiss a lord who I've had a long time.
I might keep a tier 1 lord if it's really good and it fills a particular niche that I can't fill with any other hero. But I far prefer to run a full complement of tier 2 and 3 lords by the end-game.
In my experience, tier 3 legendary lords far surpass even the highest level tier 1 lords once they've gained a few levels.
Every play style is valid if it works for the player. That's one of the nice things about Warlock 2. :-)