The kingdom of Hundura do not work properly if you use their bloodline as part of a custom faction, (the trainable units remain blank and their sovereign can't wear armour), after finding this out i checked the related xml file for race types and noticed that their reference lines are all Mundura peasant etc. could this typo be the problem? (LH version). Also, having the Urxen bloodline in twice is quite confusing :s
Everything else is working fine though as best as i can tell. loving the new strengths and weaknesses. hoping for more to come.
I just added a LH version of the mod that also has some more artwork. I usually hang out on the Stardock Elemental forum so it's better to ask me questions there. A link is in the description.
I too would like to know how compatible this is with LH. We know it works at least partially, but there is bound to be problems given the new mechanics introduced. Especially seeing how some of these traits impact *influence*, which is completely removed from LH. So obviously this mod cannot be 100% compatible.
Either way, this is great stuff and would love seeing this updated further!
i discovered a rather serious issue, the new urxen race when creating a new unit design the female is ok but the male only costs 5 production leading to very overpowered unit designs, i do believe the cause is that <UnitType InternalName="Generic_Urxen_Male"> should be "Generic_dar_Urxen_Male" but i could be mistaken.
Thanks again for this mod gonna play with the new cutthroat/bandit race seems interesting.
Also been playing around with the Kennel Masters trait. I found that henchmen units can buy the blood warg mounts but it never shows up in their inventory. Another character can buy them but if they get traded to the henchmen the mount vanishes into thin air. Other than that great mod and having a lot of fun with it.
I love these traits they let me get creative making new factions xD. By the way i found a bug, you can't upgrade destrier stables to destrier ranch, you can build the ranch with the tech but only if you didn't have the stable built before.
Just finished playing through a game with Kennel Masters and really enjoyed playing more with Wargs which usually get sidelined in a normal game by Horses.
A couple of observations Warg Packs spawn every 4 turns, I would bring this in line with Knights of Asok which spawn every 6 turns Warg Packs have a move speed of 4, which should be move of 3
If possible, I would say that if Kennel Masters is selected that Horses become unavailable for unit design
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Also, having the Urxen bloodline in twice is quite confusing :s
Everything else is working fine though as best as i can tell. loving the new strengths and weaknesses. hoping for more to come.
Either way, this is great stuff and would love seeing this updated further!
Thanks again for this mod gonna play with the new cutthroat/bandit race seems interesting.
By the way i found a bug, you can't upgrade destrier stables to destrier ranch, you can build the ranch with the tech but only if you didn't have the stable built before.
A couple of observations
Warg Packs spawn every 4 turns, I would bring this in line with Knights of Asok which spawn every 6 turns
Warg Packs have a move speed of 4, which should be move of 3
If possible, I would say that if Kennel Masters is selected that Horses become unavailable for unit design