N/A

N/A

60,967 views 59 replies
Reply #1 Top


Love the idea....BUT....I would be hesitant to run with it until I've seen what SD has in store for us with the 1.4 diplomacy patch. If they fix the trade value and scarcity of metal and crystal, then this mod will fall to the sands of time rather quickly.

If however, 1.4 does not meet the community's general expectations, I can see requests to have this expanded for the other resources as well. ;)

In any case, I'm glad you're putting these little mods together. I currently use your monsterXP and monsterMove ones... :thumbsup:

Reply #2 Top

This has been added to the Regularly Updated List of Mods for E:LH.

:thumbsup:

Reply #5 Top

The download method doesn't work, just produces browser code or somesuch.  Downloading zip files this way produces invalid zips.  You need to left-click on the link and then click on the download link, or with the case of plain XML files, you need to click on the link and then copy the code to a new XML file in the Mods directory.

I suggest you make all your mods zip files, and change your download instructions so that you go to the Dropbox link you give and then click download.

Reply #7 Top

I've found a bug - when you're selling 10 Crystals, it still requires 100 Crystals (it says that the cost of the Sell 10 Crystals spell is "100 Crystals" in the game).  I think all the other selling spells work correctly, AFAIK.

+1 Loading…
Reply #13 Top

Might I suggest a higher cost/value for horses and wargs?  Considering the default output of metal is 1 per season (and is expandable to 2 or 3) and I think the default output of horses/wargs is only 0.2 per season (without any expansion possibility), it might make sense for horses/wargs to cost/be worth more.  Maybe roughly 4 to 5 times more expensive than metal?

What do you think?

Reply #15 Top

The table's values look good.  So it was good that I mentioned the horse/warg costs, so you could update the buy costs for everything too. =)

Have you updated the mod with these values?

+1 Loading…
Reply #17 Top

I really like your mods, Primal Savage!  I use Xtra-Savage settings for my AIs (latest 1.4 CoS game I used Challenging for World Difficulty) - which are very competitive but don't get absolutely overwhelming bonuses like in Insane.  You need to play very well, but their bonuses are not so Ridiculous that they are Insane. ;-)  I like the Beer mod, and the TaxRates mod, and I really love how you've set up the shops in this mod so they have random items! =)

Did you work out how to set these new items so that they can only be used for training units in one city, or did you allow it for all cities, or did you decide not to implement these new items as being able to be included in designing new units?  I would guess they would be pretty expensive to add to units even if they were allowed to be used for ordinary units! =)

Reply #20 Top

I have a question .What happens to the spell books sold in the store. After I installed tech has been removed from the skill tree. So my mages can not buy spell books. bump*

Reply #21 Top

Quoting jojobe71, reply 20

I have a question .What happens to the spell books sold in the store. After I installed tech has been removed from the skill tree. So my mages can not buy spell books. bump*

Are you refering to the spellbooks that are a special feature of Pariden faction. The decalon ability?

Reply #22 Top

LOL yeah the decalon feat. You know i think that was me. I remade my same character but forgot to ad the feat LOL! I did not think to look deeper at my character until restarted again to look at his feat and there it was the missing feat. Oh bogga. so i will try again. I came back on to slickly remove the post but was not fast enough.

Reply #23 Top

Do you have a mod that just adds spell books to the store for a fee. I cant find any simple mods like that.