Are players supposed to be able to access the...Sanatorium spell? Also, the last two sets of spells (the "trading" spells and the sanatorium spell) still say String not found.
Vithar133
Odd thing is, beyond installing the Ranger mod and applying the χD compatibility patch for the mod, I didn't touch it at all.
http://i199.photobucket.com/albums/aa108/Sword_of_the_North/2014-08-13_00001.jpg You'll see the ranged attack attribute on the far end of the attribute section (as you can see, I've yet to level enough to get the character to have the paladin's sword skills). And...that interlude is a good reason why you don't try lic
[quote who="StevenAus" reply="43" id="3485606"] find a way to save defenders between attacks on the same turn (applied to both human and AI) which would be even better. [/quote] Makes me wonder if it might be possible to give the city a hidden "health bar" that fully regenerated every turn. The state of the health bar either determined the available defenders or the quality of those defenders, perhaps?
I've noticed that the Sword Attack attribute for the paladin class seems to remain hidden until you actually gain sword attack bonuses from the paladin tree. Is it possible to do that with the ranged attack attribute?
If I understand correctly, any weapons that have the Paladin note should be swords, and thus not limited to just paladins. That note refers to the fact that those weapons will enable paladin abilities. I think.
Hmm...good point. Suppose one could say that an administrator/commander might need to be someone who can hold a hammer? Although, thinking on it now, most of the commander heroes use hammers anyways, iirc.
Was referring to the class. Also, out of curiosity, why hammers for the commanders? I would imagine spears (since you could attach banners to them, maybe) as a better option. Maybe hammers for the defender class? ---- I see your point, highwayhoss, about the traits. (I haven't really looked into them recently either).
For the warriors trait, I'd probably split it between Accuracy and Attack, since they'd be more familiar (accuracy) and also probably stronger. I imagine a lot of practice would make you stronger as well. Just a thought.
Just out of curiosity, will all of the tower shields give a better bonus to defenders than (say) attackers?
Would I be right in assuming that the stats that don't get hidden are treated as "absolutely necessary" or "extremely useful to always know"?
So, (this is before applying the patch you just released), Sarog still seems to show up very often. Is he supposed to show up during the early game (talking before turn twenty, maybe even as early as turn five)? Also, for the unit details window, it seems that I can't hide all of the stats (some don't show up in the XML). So, I've got the overlap to three rows (including the one on the separator), but I can't really get it much smaller by hiding stats (s
Ah! It was close, but as it turns out, I must have accidentally modded some of the Universe's core files. Luckily, though, I was able to verify the Universe's cache. To put it more mundanely...Problem solved.
On the first one: "duurrrr" (My reaction since I clearly forgot to read the readme) As for the second... "Quest_Ogres" -- C:\Users\MIKE squared\Documents\My Games\LegendaryHeroes\Mods\Paladin Quest files\Quest_Ogres.xml "Paladin_Abilities" -- C:\Users\MIKE squared\Documents\My Games\LegendaryHeroes\Mods\Paladin_Abilities.xml "XA_Abilities" -- C:\Users\MIKE squared\Documents\My Games\LegendaryHeroes\Mods\XtraDeconstruct\XA_Abi
So...As it turns out, in the equipment tab, now I have four rows of combat stats (including one sitting on the grey separator) that go into the character's inventory. I tried the largest supplied UnitDetailsWnd dxpack, but it's too large for my screen (and I can not increase the screen resolution itself, far as I know). Also, still have the ghost improvements. No clue why, though.
Removing those (as well as XD_UnrestLess_DLC04 and XD_UnrestPlus) did nothing. Also, I do start a fresh game each time, so that's not the issue.
All of the DLCs are downloaded and active on my end. Deleted all of the improvement mods, no change. No clue what could be causing it. As a side note, several of the ghost improvements also add -1 unrest across the empire as well as one that does absolutely nothing.
Q1: No, besides the stat screen mod you made. Q2: Paladin Ranger Champion Bonanza Black Market Bazaar Henchman Female River Bridge Snaking Swamp Tiles XtraDeconstruct Monuments XP Bonus Q3: http://i199.photobucket.com/albums/aa108/Sword_of_the_North/ModFolder.png
Hmm... Unless it's the folder "A_LHLIB_UnitStat_BG_vH", I don't have any compat files for any mods I don't have.
Been play this for a while and I've been wondering, what are all those white one season 'buildings' that reduce unrest for? Are the just that? Cheap quick unrest reducers?
Never had a save game bug like this. Do you use only autosaves? If so, you might actually have it set to autosave every so many turns (game is default to 5, iirc).
After doing a closer study of the screenshot I took, I think it's actually caused by the Ranger and Paladin Path mods (both of which I've installed). They both add an extra damage modifier (sword and ranged) to the attribute section that adds an extra line.
Definitely works, but I still have a line on the grey separator between the stats and the inventory. However, I think this is an issue of my resolution.
I don't know if this has been answered before, or if I installed something wrong, but in the unit details window under the equip tab, several rows of stats overlap with the character's inventory. Is this normal? Or did I mess something up? Details itself seems to be fine.
I think Primal_Savage has an interesting idea in giving bonuses based on class. So certain staves might give a mage more initiative or something, or a warrior might have more attack from a certain sword. Dunno if that would work here.