bmorris2

bmorris2

Joined Member # 6249966
19 Posts 54 Replies 1,030 Reputation

Ok, figured out the how to make the other champions a starting champion choice. You will need to look in CoreUnits_Champs.xml. It's relatively simple to change, but I'm not sure what it will do if you also have that faction in the game. To add a leader as a new choice, add this to the unit at the very end [code="xml"] 1 [/code] That should allow you to have them as a choice t

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Yeah, I noticed that too (concerning spell costs). I know how to fix it, so I'll do it for the next one. I gave her plate to make it a little different than everyone else. I saw some of your changes and planned on incorporating them in. This week has been a bit more hectic than I wanted with work, so I'm a little slow this week. I'll look into it. I think I know how to do it, let me double-check and I'll get back to you.

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Ok, so totally got an idea to replace the Tyrant. I'm not sure to call it the Usurper or the Betrayer, but it's basically a Fallen Apprentice type who betrays the Sorcerer King at the very end and claims the Forge. He'd keep a lot of the Tyrants skills, but he'd have a different starting army (more trogs and the like) than the others. His starting quests would be different too because of his background. Thoughts?

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Ok, here is the first release. This does some general combining of mods and also begins reworking some of the sovereigns starting with the priestess. Download: New Challenge Mod List of Revisions: Bunch of unit revisions Added two mods by TheCW for making Glass Flagons and Radiant Gems. Priestess Revisions Chang

17 Replies 72,398 Views

OK, going to make my first publish of it tomorrow. It is basically pulling a few things I've worked on together into one patch, adding Thecw's mods and seriously overhauling the Priestess. She'll have a modified skill tree for her sovereign (which at least seems less random where things are) and at least one new skill choice in the skill tree (Divine Items). It also redoes her spellbooks (3 Chaos, 1 Summoning, 4 Enchanting), fixes some errors in the skill tree, a

17 Replies 72,398 Views

Ok, I've created the github ( https://github.com/ptrayal/SK_Improved_Units ). If anyone wants to be a contributor to it, let me know. Otherwise, feel free to branch it and work on stuff.

25 Replies 100,899 Views

I suppose we could do that. I guess the issue with that would be everyone agreeing on what needs to be done. I could definitely put this mod up on the github. Yeah, let me do that and then I'll post it. At least it would give everyone a starting point.

25 Replies 100,899 Views

Hi everyone: After getting tired of Stardock to improve things, I'm working on a new mod which I'm tentatively calling "New Challenge". It's already incorporating some of my other work (Improved Units) and the two small mods from TheCW (thank you). I plan for it to really kind of give a good overhaul to a number of things. Question #1: So, if everyone wants there to be unique units for each Sovereign, would you be fine replacing the "Resour

17 Replies 72,398 Views

I don't think basic units need basic equipment, it's sort of implied that they have that. Whatever equipment you give them is assumed to be an improvement upon that basic equipment. Also, then you need to start doing that for heroes, bandits, etc... It get's overly complicated then which is why the assumption is that units have basic equipment. I like a lot of the other ideas though.

48 Replies 580,019 Views

Ok, here is the new release of it (Version 3). Fixes numerous units not being able to wield swords. Link for Improved Units (click to download). And not a drinker (did enough of that 20+ years ago), so the star will do.

25 Replies 100,899 Views

Ok, working on redoing the Wizard sovereign. So, one of his paths is the scholarship, forge, enchanted forge, scholarship, diplomatic path (which makes no sense - diplomatic at the end?). I want to change the way scholarship works. Right now it gives a bonus to lore. I was thinking of lowering that bonus and making it so that it also gives you the spell you are currently researching. I was also thinking of replacing the diplomatic ability entirely. That

1 Replies 17,015 Views

In the CoreSpells.xml file, you should be able to find this spell. [code="xml"] Summon Ice Elemental Summons a fragile but frigid Ice Elemental, freezing all enemies for a turn. <Image&g

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Here it is: Link for Improved Units (1.4 compatible) I'm actually working on a complete rework of most of the files to make the game more enjoyable and things tougher. It's hard within the limitations of the engine, but I should have something relatively soon.

25 Replies 100,899 Views

Sorry,work got busy. I've made most of the changes and will be releasing it soon. Just need to see what they did in a few other files before I do. They did incorporate some of my changes already, but those were to starting units (soldiers, sentinels, pikeman, etc.).

25 Replies 100,899 Views

For me, the most disappointing thing, is the clear lack of follow through with the lore. You had a lot of wonderful sites and things in LH (at least from the little I found having gotten it recently) but then none of that makes an appearance in SK without playing the campaign. I also think they could have done a better job editing the units because there is so much room for improvement there. And of course, I'd say how I wish they allowed the steam workshop integration

26 Replies 51,134 Views

I like Thea. Good game and can be tough. I think one thing that would help SK is bringing in more of the elemental theme. Having recently picked up LH, I don't feel there is a good tie in between the two. If you play the campaign, you kind of feel like there is some tie in, but it's vague at best. I think adding races will definitely help replayability. My big wish is that they make it so you can put up and add mods through steam. Test

18 Replies 51,938 Views