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Lizards day 22
We explore some. An azrac hero offers his services, he looks like an ork to us, these mammals all look alike...

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southern: In my mod they are 3/4 with melee, in TS136 they are 5/8 with no melee. It's only in this borked game they have both, 5/8 with melee. Abilities persisted after the switch back to TS136 but ability scores revert.
Haha omg can we build them??
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Arnuz: Lizards day 22
We explore some. An azrac hero offers his services, he looks like an ork to us, these mammals all look alike...

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southern: In my mod they are 3/4 with melee, in TS136 they are 5/8 with no melee. It's only in this borked game they have both, 5/8 with melee. Abilities persisted after the switch back to TS136 but ability scores revert.
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Arnuz: Haha omg can we build them??
I'm 95% sure that only units that were on the map from the start are borked.
Orcs, Day 22

Who has two thumbs and is kind of a moron? This guy! I clicked "End Turn" instead of "Next Unit". -.-

After a look through what probably didn't move yet, I'm not going to bother trying to reproduce the rest of the turn. Play on.

TS
Duke Jerak of the Humans, Day 23

A good day! An eagle has been killed before it could make another donation of guano.
Oh, and would any of the other rulers of these parts care to buy mana crystals with gold?
Post edited March 03, 2020 by southern
Dark Elves

Mana site taken from some unfriendlies. Doing good on mana.. thanks. :)

TS

Also one item to note - unless this came up already - builders hall - when you click to enter it get an access vilolation error.
Orcs, Day 23

Shame about the kill on that bird. I was looking forward to more flames. Anyway.

We crack open a dungeon and find...some spirit puppets. How useless. They had Invoke Death, so units in dungeons have the altered abilities.

TS
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threekings: Also one item to note - unless this came up already - builders hall - when you click to enter it get an access vilolation error.
Beg pardon? I've not heard of that bug before.
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threekings: Also one item to note - unless this came up already - builders hall - when you click to enter it get an access vilolation error.
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southern: Beg pardon? I've not heard of that bug before.
I checked it on my turn, and I can confirm. Builder's Halls are only good for gold this game.

Speaking of turns: I did have a restart, probably because I redownloaded my previous turn after mistakenly sending it early.
Post edited March 05, 2020 by Bookwyrm627
Maybe it's because of the half-modded, weird status of this map - my mod adds a new unit to the Builder's Guild.
Dwarves

More backtracking. Our choke-point is crossed. Should we fortify every city with archers to avoid the wrath of the lone eagle that we can't see coming? Our economy takes a downward spiral and troop morale plummets.

TS


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threekings: Also one item to note - unless this came up already - builders hall - when you click to enter it get an access violation error.
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southern: Maybe it's because of the half-modded, weird status of this map - my mod adds a new unit to the Builder's Guild.
One of the dangers of making an entirely new unit and then reverting to the base game. If the pointer can't find the reference on the unit table, it returns that error. The shipyards were safe because despite the changed unit order, all the units are from the original unit table.

Did your mod have the ability to create units at the special mana nodes by any chance?
Post edited March 05, 2020 by Thereunto
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Thereunto: Dwarves

More backtracking. Our choke-point is crossed. Should we fortify every city with archers to avoid the wrath of the lone eagle that we can't see coming? Our economy takes a downward spiral and troop morale plummets.

TS

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southern: Maybe it's because of the half-modded, weird status of this map - my mod adds a new unit to the Builder's Guild.
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Thereunto: One of the dangers of making an entirely new unit and then reverting to the base game. If the pointer can't find the reference on the unit table, it returns that error. The shipyards were safe because despite the changed unit order, all the units are from the original unit table.

Did your mod have the ability to create units at the special mana nodes by any chance?
I may have experimented with node-trained units (is that possible? it didn't seem to be) at the time, but currently the mod doesn't.
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Thereunto: Dwarves

More backtracking. Our choke-point is crossed. Should we fortify every city with archers to avoid the wrath of the lone eagle that we can't see coming? Our economy takes a downward spiral and troop morale plummets.

TS

One of the dangers of making an entirely new unit and then reverting to the base game. If the pointer can't find the reference on the unit table, it returns that error. The shipyards were safe because despite the changed unit order, all the units are from the original unit table.

Did your mod have the ability to create units at the special mana nodes by any chance?
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southern: I may have experimented with node-trained units (is that possible? it didn't seem to be) at the time, but currently the mod doesn't.
The only way to enter a special mana node's menu is to click on the event history (see picture) -- or the realm menu. If the mod that you started the game with had units in the special nodes, you could create them in this game.
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Post edited March 06, 2020 by Thereunto
Lizards, day 24
Suddenly, dwarves! Will they vent their bird frustrations on us?
Dark Elves

Some minor gains..

TS. :)
Orcs, Day 24

The goblins we rescued from a dungeon have been wiped out, but they broke the blockade to allow an eagle through so progress!

We also encounter scouting frogs in various parts of the map.

TS