(March 24th, 2024, 11:59)belated Wrote: Your manual says the space beetle should have 3 flying movement, but my two space beetle mercs had 4 walking movement, just like regular stag beetles?
In units.ini they (331) have "Moves=8" and no "Flying=Yes".
You're right. How did I screw this up? Please write if you find any other oddities.
(March 24th, 2024, 11:59)belated Wrote: Your manual says the space beetle should have 3 flying movement, but my two space beetle mercs had 4 walking movement, just like regular stag beetles?
In units.ini they (331) have "Moves=8" and no "Flying=Yes".
You're right. How did I screw this up? Please write if you find any other oddities.
You High Elf druids seem to have Syphon Life instead of Unicorns? Unless I messed up some indices in
(March 25th, 2024, 07:46)belated Wrote: [quote pid="845813" dateline="1711314384"]
High Elf druids seem to have Syphon Life instead of Unicorns?
[/quote]
Aha. Another one. Thanks for finding it!
...Also for the big list. (Install Trap also works like a Spell charge) How do you feel about these Spell charges? Would you change anything or do you have other ideas?
(March 25th, 2024, 07:46)belated Wrote: High Elf druids seem to have Syphon Life instead of Unicorns?
Aha. Another one. Thanks for finding it!
...Also for the big list. (Install Trap also works like a Spell charge) How do you feel about these Spell charges? Would you change anything or do you have other ideas?
I do like that more units have spell charges (especially low-level stuff), but haven't played the mod enough yet to have specific options about them. I wish the UI could show the number of charges though.
Is it correct that The Atlantean magicians should have water walking as their spell? Seems a bit underpowered compared to the others, unless fighting in a swamp with tactician or something like that. (And if you get a Sea Maze they all get water walking when defending anyway?)
(March 25th, 2024, 11:35)belated Wrote: [quote pid="845865" dateline="1711382615"]
... I wish the UI could show the number of charges though.
Is it correct that The Atlantean magicians should have water walking as their spell? Seems a bit underpowered compared to the others, unless fighting in a swamp with tactician or something like that. (And if you get a Sea Maze they all get water walking when defending anyway?)
[/quote]
The number of charges is shown in the stats of the units, except for "Healing", I think.
The Water Walking charge for Atlantean Magicians is a leftover I used before the building had this effect. It should be replaced with something better. How about "Summon Water Elemental"? "Summon Lobster" would be to much, I guess ...
The download link in the first post of this thread has been updated to the current MOD version with a few small fixes like the ones mentioned above. Mammoths and Griffins have been added as fantastic creatures that appear in lairs.
Trying to figure out how my newly produced troll hags ended up with flying. Could one of my two opponents' Wheel of Fortune somehow have affected my unit?
Edit: Three produced in a row now all with flying.
Edit2: Ah, nevermind. Just read the Witchhouse description.
I got around to watching the Hadriex stream of your More Stuff Mod Slingers. I saw that you are using the giant spider sprites I did as bombadier beetles. If you want I can make some sprites that are more appropriate, here's a quick mock up.
Also, please say that you kept my music for the Klackon wizard in your mod at least lol.