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Re: Blast from the Past, Return of the Underkings
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-Max |
Re: Blast from the Past, Return of the Underkings
My really really late response to this mod... This is the first mod that I have noticed that has no mages for hire. What am I missing?
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Re: Blast from the Past, Return of the Underkings
A bug that removes magic picks when too many mods are enabled at the same time?
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Re: Blast from the Past, Return of the Underkings
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Re: Blast from the Past, Return of the Underkings
I don't know what causes it, but it's been reported as fixed in the progress page (http://ulm.illwinter.com/dom3/dom3progress.html) and I managed to get a mod to work by disabling all mods except the one I wanted to try. It could be that Tomb Kings triggers it even if no other mods are enabled, and I don't know if you can do anything but wait for the next patch in that case.
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Re: Blast from the Past, Return of the Underkings
If another mod uses the same unit numbers, they will mod each other if both mods are active in the same game. I have an old version of Vaettiheim installed and it merges Vaettiheim with Bogarus.
Example: Underkings says, units X through X+6 are dwarf mages. Bob's mod says, units X through X+9 are power rangers. Result is no drawf mages, and power rangers with beards and axes... ;-) |
Re: Blast from the Past, Return of the Underkings
Bump.
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Re: Blast from the Past, Return of the Underkings
I know it was discussed before, but, really, size one dwarfs are not what i expected as an experienced RPG player. Apart of this small (haha) problem, this mod is great. Just don't mess with tramplers, any tramplers. Even iron pigs will send you back home crying.
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Re: Blast from the Past, Return of the Underkings
I'm definitely using size 1 dwarfs in my mod Nations. They'll be very tough size 1's, but it's nicer for balance, and for making things function differently, across different Nations. And, honestly, if you need size 2 dwarfs, you've already got Ulm.
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Re: Blast from the Past, Return of the Underkings
My various tests showed they will be really hard to balance for MP, or even SP : six figures per square, really all what my F2 mages like (if you manage to escape tramplers). I don't know for the mod you're doing, but I had real problems figthing some nations that use mages (ie :heims) or tramplers (ie : pangaea)in SP. Mostly I find them way too costly for the rate at which they get squashed.
Can you imagine the number of casualties after :aim/thunder strike/thunder strike ? |
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