Cayne
Chieftain
Hey Kael was wondering if you could tell us, or point me in the direction of where the mana listings have gone to in 2.025? It's tough to keep track of to know which nodes to build.
To do- waiting for "Shadow":
1. Trophies
2. invisibility applied by promotion
3. causes war attribute/check on spells
4. mana bar gui
6. Horsemen spawn mana when they die
7. Need to add the Sprawling trait effects
8. Dirge spawn
9. evangelist mechanic
10. Magnadine captures barbarians
11. Heroes listed in pedia for each Civ.
have a question about the mercenary units,they start with hidden nationality and can readily destroy my enemies, but what exactly is the benefits or effect that happens when i use them to capture an enemy city, the enemy doesnt lose control of the city it seems, but my merc units can defend in the city itself, what happens to the city they are in, is it just a way of keeping enemy's from creating anything in those cities, or are there other things not seen that happen, i cant inspect the city, just wondering, also if i declare nationality in the city of an ally/enemy they reside in will it become war and the city be taken by me if it has no native troops?
EDIT: I saw in the .25k bug version that Kael posted:
Permanent Changes (things that won't be "fixed")
1. Hidden Nationality units can capture cities.
So does that mean my post is totally overcome by events? That is to say, in .23 the hidden nationality units cannot capture cities, but in .25k they can?
Yep, it was often reported as bug but as you allready quoted it is intended in .25
EDIT: I saw in the .25k bug version that Kael posted:
Permanent Changes (things that won't be "fixed")
1. Hidden Nationality units can capture cities.
So does that mean my post is totally overcome by events? That is to say, in .23 the hidden nationality units cannot capture cities, but in .25k they can?
I was wondering something similar. I would like to know if they don't fix the problem because of technical issues, time issues or if it was a intentional /design decision
I was wondering something similar. I would like to know if they don't fix the problem because of technical issues, time issues or if it was a intentional /design decision
There are four technologies that come after knowledge of the Ether, (Which gives you your first magic casting units). Alteration, Divination, Elementalism, and Necromancy; each of these allows you to improve raw mana nodes into a differnt type, allowing you to learn spells of that type. (workers cannot do this, only adepts or their upgraded counterparts.)Really silly question, but on the two games I have got half way into so far I have only found mana nodes.. not any of the other types.... is this correct? do I get to alter them later in the game??
The Holy city shrine gives you a source of mana as well as the income, so it is a bit more valuable than in vanilla.Another basic ques... religions.. is it only worth founding one? or is the premise the same as in the normal game.. ie by founding more you deny your oposition the chance too....? just not sure if by founding more than 1 I may upset my civs balance
Technical, I wrote the Hidden Nationality code for 0.23 and earlier versions. The good part of that is we can get it exactly like we want it. The bad part is that Im not nearly as good of a programmer as Firaxis so there were some issues.
For 0.25 we are using the Hidden Nationality code Firaxis wrote for BtS. Much easier for us, and overall it works better but it does allow hidden nationality units to capture.
I'll take a look at it for "shadow" and see if I can change it.
This mod is just tooooo good to leave alone.
Really silly question, but on the two games I have got half way into so far I have only found mana nodes.. not any of the other types.... is this correct? do I get to alter them later in the game??
As you can see Im only just scratching the surface of this Mod, but am loving every min of it... just needs a little polishing here and there in the Civilepedia.. but I know that takes time!
Another basic ques... religions.. is it only worth founding one? or is the premise the same as in the normal game.. ie by founding more you deny your oposition the chance too....? just not sure if by founding more than 1 I may upset my civs balance
Something slightly different.
I've erred again - The Black wind CAN transport any unit, but only if either all units have hidden nationality or none.
This seems new since the BtS conversion, and I seem to have missed it out, just like the Inquisitor thing, I posted last page...
I'm sure this has been asked before but I don't want to read every comment in this thread. Do you need to have BTS or can you just play it with warlords.
The first post has 2 versions in it, one for BtS and one for vanilla. All future development is being done on the BtS version.