BlackRainZ

BlackRainZ

Joined Member # 2383523
0 Posts 10 Replies 1,127 Reputation

I am probably going to change tax rates to be a bit lower. I find myself staying on none or low and that seems to be giving me good money although I haven't had to buy expensive stuff yet. I will try some other values. Also forgot to mention I am thinking of allowing every city to be able to build adventurers guilds, rather than just limit it to 1. The population works well with having to use pop for soldiers. I am playing on epic research so with faster resea

168 Replies 406,449 Views

I can certainly do that, I would just have to design new walls, haven't gotten much into graphics though so if anyone wishes to do a graphics for me, great. I have thought about that already, like maybe conclaves could use the same graphics as the firewall spell (whatever it is called) which could be a firewall, I will look into it. Maybe an ice wall would be cooler.

168 Replies 406,449 Views

NOW VERSION 1.6 WHICH IS COMPATIBLE WITH COS 1.6a In order to get this mod to work with Heavenfall's Children of the Storm mod, please first download Children of the Storm from Heavenfall and install it as instructed, you will then overwrite his files with those downloaded with the Immersion Mod in the mods folder. <span style="font-si

168 Replies 406,449 Views

Wages is affected by training time and the wage multiplier in the elementaldefs file and also how many soldiers are in the unit. These three affect the wage of the unit. This is the only way to set wages other than just no wages or the champion thing. You can play around with the numbers to get the desired wage or just get rid of wages for it altogether. In my opinion, it is unrealistic for mercenaries not to have a wage. Usually mercenaries have a sign up fee and a wage for prolonged deploym

9 Replies 5,920 Views

Bah, the code I used actually did work, just not the way I had intended it to work. The code I put in doesn't stop you or the AI from choosing any path they want, but it does stop you from seeing or being able to select any abilities from that path. Now if I could find a way so that you can't see a path your not supposed to, it might work. Just not sure how yet.

37 Replies 26,734 Views

Yeah but that's something new that you created. I am talking about editing the existing paths. You can't make the existing paths require something, it doesn't work. I put in the code above and tried it out and I could still select any path.

37 Replies 26,734 Views

Hey Brain. You have to build a "town" to get food. Towns are the food producing cities. What kinds of cities are you building exactly ? You aren't going to be able to build a lot of food producing buildings in fortresses or conclaves. What faction are you using, kingdoms or empire ? Also, it seems strange that you can't get more than 80 population. Just the food you get from planting a city is quite a bit. You should be able to have hundreds of people without any food produc

267 Replies 246,562 Views

Sentinemodo, did you delete all the units in your units folder before installing the new mod changes, the reason I ask is because if you created or used older unit designs, they will still have the damage debuff on them. You must create BRAND NEW units. If you use any old designs from the older mod version, they will have the previous changes.

267 Replies 246,562 Views

Hmm, I haven't gotten around to playing as of yet so I can't comment much. I am not sure why the AI is having such difficulty. Have you tried designing units for them and seeing what happens, they should be recruiting enough. I don't think there is any real way for them to prioritize military training more unless I am missing something.

267 Replies 246,562 Views