Ockhams razor

Ockhams razor

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[quote who="Frogboy" reply="36" id="3529458"] Though... you know, I would LOVE to allow the minor races to expand like major races. Everyone says I can't do that but I could you know. Please guys? Like, maybe an option to allow the minors to grow? [/quote] I thought the premise was you against the SK. If the minor races grow, then it is no longer 1on1, with minors being a resource to exploit. They will compete for city placement, etc. If

51 Replies 124,628 Views

It seems like enchanting with mana is better than enchanting with gems/etc. I find myself mostly enchanting with mana. Am I unique in this? or should objects be enhanced a bit for enchantment possibilities (So there is more of a decision of whether to use to enchant, or save for crafting).

34 Replies 183,644 Views

I think Quickfire doesn't work. When it activates, it makes damage = 0. If you look at the description of units during battle, you will see two -50% to damage due to "quickfire". I am going to try removing Unit AdjustUnitStat UnitStat_Attack_Physical UnitStat_IsBow <Durat

26 Replies 17,313 Views

Did you try moving one space at a time? The path routines aren't the best. If there is anything in the path (unit, or a city that is not yours) the unit will refuse to move. I think even if the object is not in view.

18 Replies 32,707 Views

Here's an odd one. I looked up at the mana-wheel and noticed I had "-" turns till my next spell. I went back to the last two auto-save logs, and it was the same. I had to quit the game (it was relatively new in the game) because there was no way to choose the next spell. I am not sure, but I have a vague memory of finishing a building (the lore one?) and noticing the time to next spell change. So this is completely guess-work, but it could be that there were

10 Replies 8,930 Views

The Guardian already specializes in summoning. I think hypnotism works fine for the wizard. since the mana cost is on the high side though, I think the sovereign path should include something that increases mana. Maybe +1 mana per resource. Also, maybe the sovereign could start with two spell casts, or bundle that with a +mana skill to show a focus on spells. Something that would encourage you to select that first. I find myself ignoring the +spell cast ski

5 Replies 7,835 Views

One of the bug fixes was for performance on laptops. Not sure what has changed, in beta 1 and 2 things were fast. But in the last two, not so much. The fog animation when starting battles, for example, was extreme slo-mo. Things worked a lot better after I made every option tweak that "improved performance". But then it doesn't look as nice (no animations for spells, etc). But it works fine that way. Is there a recommended graphics settin

9 Replies 89,948 Views

I noticed this as well. Cast on a high essence city, the first unit came out with something like +40 initiative, but then the next did not. Removing and recasting did not work for the next unit. This was when I had cleared the map, and was just waiting to build an army to get the sorcerer king. I used the one high initiative unit I was able to build to cast blizzard, and the spell that made the SK suffer criticals. I also had the + production / essence on my c

4 Replies 6,877 Views

Did the unit stat window change? It seems that the unit health moved, and now is under experience -- but it no longer has hover info (base health + extras x # units). I am also seeing a few "red" tiles on the map -- But as this is an opt-in, i assume that is not something to worry about.

3 Replies 17,655 Views

Looked at the Help section on your wiki, and have a few questions. 1) Can the path changes (Summoner, Mage, etc, and probably associated resources) be used independently from the Factions? 2) Are there any other Mods that are compatible with this mod? Or mods that are "included" in this mod? (like snaking, outposts, etc) 3) Do the Factions replace original ones? Sorry if this info is somewhere in this full

349 Replies 1,264,629 Views

I would like to see an Outpost upgrade that provides defense/defenders. When a mob hits one, you loose not only the outpost, but everything built up around it. I know you can build defenders to guard outposts, but it would be nice if the outpost itself also provided some protection (as an upgrade).

43 Replies 159,434 Views

Primal, I have tried a few games, and there seem to be a lot more Order and Chaos nodes then normal ones (though it may just be the games I played). In the current version of XtraDeconstruct, I am not really seeing the advantages of these nodes. What would be the best way to make these less common? Would it be to change the "Rarity" in XL_2_Shards? Or am I missing some advantages (I often play the Pariden). Also, for some reason, snaking wasn't w

2,228 Replies 8,563,869 Views

[quote who="Borg999" reply="5" id="3489875"] Petty annoyances? well how about pathfinding, including friendly units not blocking your path, and auto explore units not walking up to monsters and saying "please kill me"... and monsters attacking the AI equally.[/quote] I had a game a few days ago, where I could not settle a second city until I cleared the roaming monsters. As I was doing this, the AI had 5 or 6 pioneers wandering safely through the contested

6 Replies 20,043 Views

Need a bit of help. I have done the following. 1) Verify Integrity of Game Cache 2) Start with a new/clean Mods folder 3) Extract the following: XtraDeconstruct-1894-1-7d.zip XD_DLC05_LeadersPack-1894-1-7d.zip XD_DLC02_QuestPack-1894-1-7d.zip 4) Start a new Game as Queen Procipinee 5) Found a City, then read the path scroll (this is the Mage one). This causes *all* paths to be unlocked (which I think is

2,228 Replies 8,563,869 Views

I wasn't sure this was worth a new thread -- I assume it is the same in 1.6 as well, not just 1.7. Lifeblood (Leader Pack DLC) activates when you use ranged (magic) weapons. My guess is that the Wand of Cold/Fire's action is considered a spell effect. If your hero has a wand, and lifeblood, you heal every turn, whether you cast a spell, or shoot your weapon. Very handy, and probably not intentional.

93 Replies 334,766 Views

There is a potion that adds a level. If you are testing paths, you could just create that potion on the Sovereign you are testing with. Or use one of the + 10 experience items (i think scrolls).

13 Replies 25,097 Views

[quote who="Illauna" reply="38" id="3398560"] I'd like to be able to edit a player created faction or sov without having to do so by recreating it or editting xml. For instance my faction is a bit more red skinned then I wanted. Being able to make a slight tweak and test changes on the fly would be nice. [/quote] I would like this - not so much "on the fly" but if I want to try a different combination of traits on my custom faction/sovereign in my next game, it would be

63 Replies 55,897 Views

[quote who="Fallenchar" reply="5" id="3392931"] This is not true. The game will eventually figure out you have more essence. It might take one or two turns though...[/quote] I will check again in my next game. It never updated (using latest 1.3). I had to disenchant, and re-enchant to get the update. However, I suppose it is possible that a mod affected it.

11 Replies 67,006 Views

I didn't want to pollute the forum with things that may already have been observed. So will just add here. If you build a Scrying Pool, or update your Conclave with Oracle, (that is, add essence to your city), any spells that are per/essence on your city will not be updated. You need to remove them and recast them (25% food per essence, +1 mana per essence, gold per essence, etc). This is not something fixed with reloads :) Something you need to plan for

11 Replies 67,006 Views