Alekseyev_
Warlord
- Joined
- Jul 18, 2014
- Messages
- 183
Yes, resources appear over time.
They can also transform like deer to sheep.
They can also transform like deer to sheep.
Fixed, thanks.I have a CtD in this auto-save of the NK map, though.
Hey. I Was just playing this mod. Is there any difference between the two, besides the fact that one is focused on content and the other on polishing+bug fix? Also, is there a way to play Magister without the huge time-in between turns? I can never finish that modmod because of this.WorldOfErebus mapscript crashes when using the "all" world wrap option for some reason using this mod. Can't prove offhand, but don't believe i've had this issue with the script when playing other FFH mods like Magister
e: also crashes on north/south wrap
I'd say they're pretty hugely different, EMM is a much smoother and streamlined vanilla FFH experience while Magister has some insane depth or random incredibly specific lore chain type horsehocky that can completely change how you play. And nah, the huge turn times are a result (in part) of the completely different spells and other newish/niche systems that the AI had to get taught how to run afaik. To remove all that you'd prolly have to play a no-AI game and/or completely gut their ability to play the mod.Hey. I Was just playing this mod. Is there any difference between the two, besides the fact that one is focused on content and the other on polishing+bug fix? Also, is there a way to play Magister without the huge time-in between turns? I can never finish that modmod because of this.
Y'all got pics with your errors? Fancy...View attachment 641248
got this in my game using the latest ver here
IIRC, rebels and puppet states cannot cast world spells, but the logic on whether a civ is still a rebel is a bit shaky. I have this on my TODO list.Thought occured to me that in the same way states spun out from puppet states/revolutions need to count as the "original" for the case of getting their palace manas, could a similar logic gate apply to their world spells? Having a period of the game get defined by everyone dogpiling the illidans and having 150 turns of stasis is funny but gets old after the first few games
I think the wear-off check is at the start of the turn, yes. No easy way to change this, unfortunately.The turn is 521: I use charm person on a Satyr and a bunch of fawns
The turn is 522: The Satyr has attacked a skeleton
I think what happened here is that the 20% chance of wearing off on charm person happened. Maybe this is intended, but it was surprising to me that successfully charming a unit doesn't guarantee at least one turn of it not attacking. Is it intended that charm person can wear off before it has a chance to take effect even for a turn?
emm_changelog.md
).