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(The ability to get up to 4 phoenix ghouls for 40-80 CP from a ziggurat is a 100 % bug and not cool.)
Rename that thing to "Clear River" and fix the casing.
So, I was unfamiliar with the peculiarities of the extra steps mods need to function in this game. I did what I do with basically every other steam game, I subscribed to some mods, launched the game and assumed they'd work... Not so, it seems, as I missed the whole "need to go into the User Content tab that's not even in the game but in the launcher pre-game and actually activate them" step.
I've activated them now, but I'm getting mod conflict errors when I try to launch the save. Worried, because I don't want to bork anything up. Read through your whole description, didn't see mention of if it would be safe to do this. I'm assuming not, but I'm hoping...
This can be confirmed throughout CityLogik.rpk and compared with other independent quest sets in DLC that nothing new is added over vanilla. This either makes High Elves have an advantage or disadvantage in comparison to the other 8 races since they only have 2-5 quests set on hard/very hard.
I played as a halfling rogue and won super easy against multiple computers on hardmode.
The main problem as I see it is the AI is just too dumb, if you put defenders on hard they can't even beat themselves, sad panda.
Anyway thanks for the mod keep up the good work!
@Arcaneshield: yes it should show under the "User Content" tab in the launcher, check the box and then it will be used.
@CakeOfDoom: the balance mod does not boost gold for Warlord or Orc, so it's rather the base game which allows that. Warlord has bonuses for cities' income and lower upkeep for units so I'd say it's normal.
@Gary: very weird. Would you have screenshots? Maybe report there: https://steamcommunity.com/workshop/filedetails/discussion/661597466/1473096694444800992/ Only Serpents and Spiders evolve, not Penguins, Boars, etc. Also, you're aware with the mod the Evolve occurs only at Champion I and not at Elite (as displayed in the unit panel)?
@JJsmall: yes, it's normal, see the changelog: https://docs.google.com/document/d/1jgwAg70dwNm8i3nFJqt8hrnwpNmxudn2aSXuvDet-5w/edit Force Field Generator Gear is a stack buff (that's different from the spell), as it's a (relatively) high level ability.
Сan we hope to see balance fix for racial governance?
http://www.the-battlefield.com/aow3/temp/Globe3.pdf
Can someone explain pls ?
If you want to change the Fallen Angel, you need to check the .rpk containing it, it's probably in the DLC3 folder.
The old, automatic Path of X are still in the game files, in the UnitProperties.rpk file in one of the tabs. I couldn't find where the Fallen Angel is(for which I specifically wanted to make it automatic again) so I couldn't add it back to them directly, BUT, I just ticked the old Path of Decay as "Craftable in Forge: True", and made it craftable as an "Usable" item. So I'll just be able to craft it and keep it in my hero's backpack when I get a unit with Path of Decay, and just keep it in Courier Limbo/drop it if I lose a unit with it.
If there's interest in it, I could make a submod for PBEM that would make all Path of X craftable in the Forge ^ ^
Like, is there a way for me to modify PBEM by myself somehow, and make them work automatically again?
Or you might be facing a conflict with another mod (which ones do you use?).