Malakim+

Well, since there's a .34 out and there'll be a lot of time to patch .34 up and even more to get FF to the FFH version... I guess I have some time to play with new Malakim mechanics. 15 min. to download .34 :).
 
Played a tad bit this morning after changing the bedouin's fire I to Sun I, works great so far. When the first leader trait change came up, I noticed it added the trait I picked rather than changing one of the existing traits. Somehow the adaptive trait is blank or something, so when you choose a trait it gets filled in, or something. Nice feature for Varn, but is it WAD or bug?
 
It would be most helpful if the first posting (and download screen) would give the version of FF needed.
 
This may be a bug with the modular loading.

Another bug I've noticed is that Desert People tech is avaliable for everyone :). Another Modular loading bug, I'll have to release a version which overwrites some original FF files to make it work.

charleswatkins: 042, I will add it now, thanks.
 
the leader traits bug is actually because of the fact that the new trait is not one on the adaptive trait list. if you set merchant as the permanent trait, instead of creative it works just fine.

i think this was implemented so that kurotates wouldn't lose sprawling when they changed traits with adaptive.

also, and i hope you don't mind at all, i made a port of your mod for FFH2 .34, since i really like it, and i wanted to play with the new game :)

the only two things i changed were to change varn from creative to spiritual, to match the new ffh2 version, and turned off caravans cause the graphics weren't working right for me.

i thought i should ask for permission first, since it's your mod, but if you don't mind at all, i'll post my port when i get out of work tonight :)
 
Concerning adaptive, I always thought it gave me an additional trait but left what I started with alone. Until I found out the hard way.
 
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