Yes you should!
Nah, leave it as is
I don't mind either way
Thanks for your interest guys, it matters a lot because I've done this mod for you "purely and simply"
And I hope you are enjoying it
Soon (but how close is this soon? well, don't ask me.. Idk either.. ) I'll be finishing the Building overhaul stuff (probably will lower the extreme squalor effects of some buildings and so forth) alongside improving the ridiculous Trait triggering system of vanilla game..
Meanwhile I've changed the mod's name (thread's, more specifically) as well as my signature
Regards,
Sharp
Good logo mate, but what make me so envy was the blue pixel under your avatar, i realy wanted one too, so cool
Modding is like accursed wine, you try a sip and you ended empty the whole glass
Under Proud Patronage of Shankbot de Bodemloze
lol
You mean badge
Well if you accept the responsibility of it, you can always get one
Mod is great, but logo is better
Version 2.0 is finally live!
Changelogs
Question-Answer
Meanwhile I've improved the previous Changelogs to make them more clear with less unnecessary detailed info.
But of course you can always ask for more.
Last edited by SharpEyed; July 31, 2015 at 02:07 PM.
Version 2.1 is ready to roll!
You will feel the difference!
Changelogs
Question-Answer
Meanwhile I've fixed previous "Changelogs" furthermore.
I've also added few screenshots to Original Post, which I should have done much before but better late than never right
Last edited by SharpEyed; August 08, 2015 at 02:02 PM.
Version 2.2 is ready!
You can thank Ephraim_Dalton for his feedback
Changelogs
Question-Answer
I've added a poll for you to vote, please do and feel free to share "why" too
Last edited by SharpEyed; August 10, 2015 at 05:10 PM.
Version 2.3 is ready!
Simply it's an adaptation update for Empires of Sand, and including of mod logo.
Changelogs
Question-Answer
HI,I just try your mod and it feels good, little changes who make the game a lot more enjoyable, thank you for taking time to share your good work!
After some playing I notice a small problem, the Jutes and the Geats units suffer from seasickness even if the faction trait say that there are immune,at first I belivied that it was an other mod who may conflict, bt even without all other mod it still do that.
To whose who migth want to know about copatibility, I played with this mod and terminus total war (and a lot of more smaller mods) for 30 turns and so far all work well.
P.s: there just one thing I do not like about this very good mod : the logo, to me it just don't fit the spirit of the game(something more rough,dark or just less modern migth be better for this period)
Well if you see their traits in game it shouldn't be effected by any mod anymore.
Probably the way I gave those traits isn't working. But the Danes are fine right?
And what about Sea attrition and Snow attrition immunity?
For compability:
My mod is mostly focused on Campaign mechanics (extensively), and some building effects etc
So all custom unit mods, combat mods, economy mods, AI mods etc should be going along well
Well, can't expect everyone to like everythingOriginally Posted by Son of the Morrigan
However you might be right about that, but I ain't really good with those stuff..
So if anyone would be willing to help me about that, I'd appreciate it
I won't remove it from the mod because I don't want it to be seen like an ordinary/mini mod but what you can do is dowloading the PFM (link is in the text file) and opening the mod with it, then removing the "ui" part. Very simple process
Last edited by SharpEyed; October 01, 2015 at 04:37 PM.
I ran into the seasickness problem when I was changing these faction traits. That Danish faction trait is actually not tied to an effect - it's just text. The seasickness immunity itself is defined in another set of tables entirely (some of the unit special ability tables I think). The attrition immunity should work fine though, since those traits are tied to effects.