[BTS] Warhammer FB Mini-Mods

Could be related to missing archery_range, training_yard buildings. Either a spell or an event might search for it as far as I can tell from the logfiles. You should make sure that all buildings referenced in events or spells actually really exist.
 
Is there a spell to eradicate "marsh" terrain? Just wondering...
 
mistress of the marsh (Jade 1) should add marsh if on grassland, and change marsh to grassland, depending on what your standing on. currently this dosnt remove the unhealyness because marshes take up a resource, feature and terrain, I hope to change marsh (with the help of Vehem) after the next release by ploep.
 
Cool, thanks.

Have had another WoC ("wasting our civtime" :lol:) loops, this time as Astragoth (Chaos Dwarves). Reached turn 250 I think. Just load the save, and hit end turn (Civ just wanted to discriminate me for having a low score probably).

I have reached turn 415 with the high elves without many problems - maybe I should continue that game... Sigh.
 

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Well, this should be ironed out soon. When they send out nother patch maybe.
 
So, when can we expect a new patch? A month? Two?
 
Damn. Oh, well. I guess I have to be patient then. Ugh...can't w8 for Kinstrife to finish. Such anticipation.
 
Celestial magic is nastay btw. A peon spell allows you to twincast, another peon spell gives +3 first strikes, and the magus lordynameyguy gets access to storm of cronos (60-80% dam). Have two celestial guys in a stack of troops, one to storm, and the other to grant its stack +3 first strikes on defense. And if the fit hits the shan, twincast. Ouch... Wiped out my goodytwoshoe cousins with that combo (and man are they tough to knock out), and three small stacks are conquering da world as we speak (yep, celestial 3 high magic 3). A possible nerf down for sure here.
 
Well, Dark Magic and Chaos Magic have spells that are similar. So, yeah, the right use of magic can rule the world. Hell, it should too.
 
good observation Frenzyslave, ill point it out to ploep.

however the twin cast effect is meant to be at 'peon' level spells because thats what those spells do on the table top... perhaps we should add in a higher chance of failure so they dont always get a free spell??
 
Maybe there should also be an adverse effect to a failed spell.
 
i believe it is planned to have failed spells have a random effect of doing something horrible to the casting mage or units around them, such as the mage exploding, or a deamon jumping through a rift and killing them, or the mage to forget how to cast the failed spell, etc. the chances of these effects should be dependent on the type of unit casting (ie hedgewizard level or archmage level) ane the level of experience of the caster.
 
Ok, that makes sense, man.
 
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