BvBPL
Pour Decision Maker
How does Vampirism work these days? I can't find a gift vampirism button.
Ah. I didn't have Feudalism. I see.Gifting Vampirism also requires the Calabim civilization and the Feudalism technology.
The problem with that is that culture itself is too weak imo. It should have some other effects besides only a few which only make sense in border cities, not in your core.The vanilla version which grants + 300 in the player's cities fits the Creation sphere better, although it seems too weak and bland.
Unfortunately I believe that Settlement code is all handled in the dll, so it would be up to Tholal instead of me.Speaking of Kuriotates, could you make it so that settlements don't have food penalty? Or at least captured cities don't have it?
I always hate it how captured cities starve to death. Lore-wise, it would be more appropriate to have captured territories as autonomous communities that keep going on as before, keeping their population, but paying no taxes, research and costing no maintenance either. Mass famine and executions and expulsions seem wrong to me.
Even founded settlements could keep growing normally- I could picture that some autonomous communities could grow quite large, while still being almost independent from central authority. BUT since you normally wont send your workers to build farms around settlements that don't benefit you in any way, most settlements will remain wild and small, and only conquered ones would actually be large.
@MagisterCultuum I have started making one huge map for Magister ModMod yesterday been working on Northwestern part of map but today when I try to reload map to work on in CustomSenario I get CTD...any idea what went wrong? Regards!
If practically all of their units have the promotion, they probably got it through the random event rather than though purchasing the promotion through xp once the tech requirement was met. There are several racial slaying events, all of which can only be triggered while at war with a player that uses units of that race and cannot be triggered when the player itself has that race. The events grant the promotion to most of the player's units and cause a major diplomatic penalty between you and all players who use units of that race.So the Doviello units have Golem Slaying, yet I know that they haven't gotten Machinery yet - I teched it first myself. What gives?
It is a normal thing for the Elohim. In vanilla FfH2, the Elohim start out with all the tiles containing unique features already revealed and visible. I consider that too much (as it reveals info about the terrain and features there, and possibly even other players units that start too close) so I reduced this bonus to having signs placed to label all of the unique features.On the map I'm playing now, the labels for the unique features show up before the plots have been explored. Long before it's even possible to see them, Should that be not happening?
Another thing, I'm playing the Elohim, and pretty much the entire populated part of the map is visible to me. Any reason for that? I should have to work to see other places.
I'm afraid something broke in worldbuilder several versions back, which I have not figured out how to fix just yet. It is related to reading or writing worldbuilder saves, as it not a problem for editing things for a game in progress as I usually do. I think it was something BUG related not cooperating with something Platyping coded. I haven't looked into it in a while, but suppose I probably should.
Don't mind, have been working on map in FFH2 as it is possible to play FFH2 map in Magister ModMod(allready have played OZZY which inspired me to make this map
HERE are some screenshots - for example I put some unique story based imbalances - Khazad are at civil war - Magnus, Arturus and Stavrus Thorne(Thorne family cousins - which i made up) separated Old Khazad empire in three and while they fought Demons spawned through portal in old citadel and took holly Kilmorph city of Khazak. They all start at war and bannor are split in three(Sabathiel, Capria, Decius) Map is huge and has a lot to conquer explore. Also I add a two strong evil alliances : Illian-Doviello and Tebryn Arbandi-Os Gabella in purpose of making the rise of evil inevitable...
If practically all of their units have the promotion, they probably got it through the random event rather than though purchasing the promotion through xp once the tech requirement was met. There are several racial slaying events, all of which can only be triggered while at war with a player that uses units of that race and cannot be triggered when the player itself has that race. The events grant the promotion to most of the player's units and cause a major diplomatic penalty between you and all players who use units of that race.
What would you think if I allowed Elven (and Dark Elven) Druids' Vitalize spell upgrade Forests and Jungles to Ancient Forests, so they (especially the Svartalfar) don't have to be so closely tie to the Fellowship of the Leaves?
I'm thinking I may also make the spell a delayed casted version, as the pedia entry for the spell describes the druid tasked with vitalizing the Jusli desert as singing for a hundred days before the first sign of growth and then for a hundred more to complete the transformation.
I might make it effect adjacent tiles too.
I'm not sure I want to tie it to the Elven race so much anymore. I'm thinking maybe that a Druidic caster with Nature 2 might hasten the growth of new forests into forests and forests into ancient forests.