Congratulations on releasing the mod! I've already had a go and I really like it, even though I'm not usually a D&D person. Great stuff!!
I've noticed this too, but I don't know how to fix that short of making a general scout start with all civs early on. In the scenarios this will be easier and they will be setup better. This mod wasn't really meant for random maps, but it was easier to start that way to get the game playable and balanced. Other than that I can move the scouts to a lter tech. At one time I had them at Outdoorsmanship but I thought it was too crowded. Any suggestions?Landmonitor said:The scouts are overpowered. The ai doesnt seem to prioritise building them. I managed to scoop almost every goody hut on the continent (and there seemed to be a lot), and almost skipped over teh entire first era.
There are some units that can see invisible, I tried to get at least one for every civ whether it's a mage or advanced scout type. Keep them around your cities and you'll see the adventurer party. Many units for Yavdlom, Wendar, Kwythellar and Minrothad see invisible besause of the elves. Maybe I should make the scouts see invisible? That could be added to the update patch I'm working on. Otherwise it adds a little toughness to the mod. I let the AI have as much edge as possible since it's so stupid. I'll probably fix it so Adventure Parties don't pop up as often, but in the D&D world, Adventurers can be major pains against those they consider enemies.Landmonitor said:That's a problem with all "land privateer" units, the AI can take your cities without declaring war, but you can't do the same. I played The Missing Links mod alot and that really frustrated me. The only things you can do is put "see invisible" units (if this mod has any) at regular intervals on your roads to guard against this, or garrison every city.
You're right, that was completly missed in the beta. I'll add that to my todo list for the next update. It's only cosmetic as you still need medicine to learn the tech just confusing when you work your way through the tree manually.grumbler said:- tech "Magic items" should be connected to "Medicine", but is connected to "Knights of the Sky"
This is an easy fix. I'lll put it in the patch, but it is barely noticable so not major.grumbler said:- on the diplomacy screen, the leaderhead for Heldann has a black square around it
They are not meant for combat. The AI strategy for them is explore so the AI won't use them to fight on purpose too much and at the stage in the game they become available, they are too weak to kill the other units. BUt if I can change the civ entry to not say that anyway.grumbler said:- the description for druids says they are non-combat units, when in fact they are 2.4.3
That's strange. This unit was made by Grandraem so I'm not sure how to fix it myself.grumbler said:- when the attack animation for the "Bird of Prey" is played, a second ship appears ... that's a little odd
If you mean the single ~0.5 GB file, yes, I had no problem.tjedge1 said:Has anyone else used the full install and been able to play?