Warlock 2: the Exiled

Warlock 2: the Exiled

The Dremers
27 Comments
tolaburke Sep 2, 2019 @ 12:59pm 
Dremer Fortress City isn't actually tougher than the standard city.
Arhi Invalid Aug 23, 2019 @ 10:50am 
Найс флексишь тyпое животное, мало того что cпиздила наработки у других мододелов так еще и не смогла их нормально в игру интегрировать
Fiery Death Apr 9, 2016 @ 12:18pm 
I've tried to use this mod, but from what I can tell it says it has encountered an error when downloading the 'Mod Icon' (from the text on the main menu of the game.)
GuineanWarlord Jul 31, 2015 @ 1:12pm 
Thank you. I appreciate it.
Yes, it's fun to tinker with something, MORE fun to have the luxury of time and energy to do so. I wish you the best.
Let me know if you need anything.
K'senia  [author] Jul 30, 2015 @ 5:50am 
Yes, by all means use whatever you want from my mod. Glad to see you are working on one too. Been meaning to get back to this eventually, but been a busy year.
GuineanWarlord Jul 29, 2015 @ 7:06pm 
As to your mod, I know how to fix your contamination problem, but I havent fully worked the kinks out. But basically, dremer cities will spread contamination within their territory, then all buildings that give gold, mana, or food will be given doubled output to overcome the contaminated land penalty. It's not elegant, and the coding for the refreshing auto-cast spell from the cities is giving me a little touble (but its actually reeeeeally simple code changes)
Anyways, once I figure it out, I will let you know. (though you may not be interested anymore.
GuineanWarlord Jul 29, 2015 @ 7:06pm 
Hey, K'senia, thank you for making this mod.
THere were a number of mods I couldnt download for some reason.
SO, I actually made my own mod for the dremer while I waitied to find a way to download yours (ill probably post mine sometime soon. Because why not)
Anyways, the thing I have done very little of is astetics. I was wondering if I could have your permission to edit your mod for my own use? (yes, now I have your data I can edit the code directly, copying in my own parts..) But since the mod is yours, I respect your ownership of the rights to it.

My biggest things has been balancing the units and resouce productions. And also not just making vanila cookie cuter units and abilities, but making a distict paradigm shift in gameplay (to add some new life to the game.
RED ARMY | Predator_sd Jan 22, 2015 @ 10:51am 
Сами юниты дремер были перебалансены?
Runa Jan 17, 2015 @ 4:51pm 
I know nothing about modding, and coding, but I think I might have just though of a workaround for the land problem. You might make new resourses that the Dremer make and rely on that aren't effected negitivly by the contamanated lands. That would probably take a lot of work to make it work, but it might just solve your problem. And with the undead are a presedent for this kind of thing, with them needing mana. Just an idea.
K'senia  [author] Jan 2, 2015 @ 6:52pm 
You have to choose the Dremer Mage. It won't be an option for any of the other mages. It should look like the screenshot found here.
Syzygy Jan 1, 2015 @ 10:06pm 
Just downloaded this because it sounds awesome, but the Dremers don't appear as a selectable race when starting a new game! Halp?
76561198156298000 Dec 10, 2014 @ 3:37am 
here were gossip making finally assertion on make units ..forces had never great until defences was allurge to block stratos..
Epic The Incandescent Dec 5, 2014 @ 6:27pm 
ah that happend to me when I got kingdom of alumar. If you could get a hold of the guy who made the "adept mod" that has the other races in your collection in it, and ask them (or if its you could you) merge them all together, I want to fight a dremer army again without actually going back to warlock 1 and fighting the giant fuck off dragon
K'senia  [author] Dec 5, 2014 @ 7:17am 
Well, I haven't abandoned it, but I will admit to being highly engrossed in DA:Inquisition at the moment. I will usually return to strategy games after I complete that game.
Epic The Incandescent Dec 4, 2014 @ 10:33am 
well they already have "heal per turn" on contaminated lands so the lack of a healer made sense from a dev standpoint so they are not steamrollers, but yeah adding a unit with some kind of light to medium heal spell or aura shouldnt make em TOO op. if you abandon this do post a note about it so some one can come and use the frame work of this mod as a starting point fora countination, if you drop it that is. Keep up nifty work otherwise!
K'senia  [author] Oct 19, 2014 @ 5:40am 
hmmm.. actually I never thought about a healer unit. That might be a good unit type now with the recent life healing immunity. Thanks for the idea. I hope to be adding more to this mod here in a bit.
ura.geit Oct 19, 2014 @ 12:58am 
Good job K'senia! (Ksyusha?). Thanks for mod. IMHO Dremers must have its own healer unit and unit with spirit attack.
[The] Force Oct 9, 2014 @ 9:42pm 
Awesome, I figured you had thought of it, seemed fairly reasonable, but I didn't see it in the Future Changes list so I thought I'd ask xD
K'senia  [author] Oct 9, 2014 @ 5:06pm 
I am looking into that, but haven't seem to found a way yet to get that effect based on the way the game handles contaminated lands. I might have an idea though I will try out soon
[The] Force Oct 7, 2014 @ 1:42pm 
Could you look into making it so Dremer cities and improvements don't get the negative from contaminated lands? The -50% to all outputs is obnoxious, and seeing as it's their homeland it just doesn't make sense for them to have that negative, maybe reverse tile effects for their cities? This would make plains and other "good" tile types bad for them.
Strams Oct 2, 2014 @ 1:42pm 
Props to you for attempting this. I will definitely follow your progress, looks like it will be very interesting to play as them.
LucifDrinksTea Oct 2, 2014 @ 7:20am 
great job I was waiting for someone with the talent for this mod good work: D
K'senia  [author] Oct 1, 2014 @ 10:13am 
New Update - version 0.95 released. See the change notes for details. Sorry, it will still break save games. Should have everything that might break saves completed on the next version. That said, I am undergoing surgery next week so it may be a bit before I am able to work on these mods. Wish me luck!
K'senia  [author] Oct 1, 2014 @ 9:07am 
Thanks for the ideas :) Yeah, I am trying to figure out appropriate temple units at the moment. Next update will be very soon.
K'senia  [author] Sep 28, 2014 @ 6:15am 
I actually have the dremers taking 1 damage per turn on the next update. I will try this out first. I do want them to be safe on contaminated lands or within their borders. I am toying with the idea of making them not affected by life healing as well as a possible balancing. I might make some smaller units still for the initial buildings. For now I wanted to stick with using the in-game units since I haven't sat down to figure out the silence issues of custom units. The a few 'silent' mini-units might not be a bad thing.
K'senia  [author] Sep 26, 2014 @ 10:45am 
New version 0.91 up. See change notes for details. The building changes might make it incompatible with prior save games. Sorry. This will probably happen for a bit while I work through the building conversions on the rest of the resource buildings.
K'senia  [author] Sep 25, 2014 @ 5:02pm 
Initial 'beta' release - Published now as version 0.9 to get help with bugs and balancing