![]() ![]() for players with lower spec PC's that use >= high texture quality it can happen that some of the new unit's models (e.g. units adjacent to the hex where the aether gate is spawned can't use the use aether gate ability until they move one hex away and back next to the aether gate again (I reported this, but devs won't fix it since it's no feature of the core game) the AI won't use the witch lightning ability of the hag The main purpose of this mod is to shift the focus of the game from managing a large number of armies and colonies towards a more role play-centered game it encourages quality instead of quantity. you can create dedicated to good dark elves now) I suppose the mod subforum is mostly visited by people that mod themselves - so I post here to give a quick overview of a mod that is already done: The Adventure Mod. the mod is now compatible with the alignment city spells (they will overwrite the alignment like for any other units, so e.g. the mod should now be compatible with any other mod that also adds new city upgrades (this doesn't mean that other side effects can't occur) 4th subfaction "building": costs only mana, newly produced racial units gain the new subfaction trait, needs 3rd subfaction building 3rd subfaction building: unlock 2nd subfaction unit (tier 3) and general city boni, needs 2nd subfaction building ![]() 2nd subfaction building: unlock 1st subfaction unit (tier 2) and boni for one of the baracks units, needs 1st subfaction building and baracks 1st subfaction building: general city boni, no building needed This includes 4 new units (2 per subfaction) which are unlocked in separate and mutual exclusive building chains that give some additional boni for certain units or the city itself.īuilding chains generally look like this: This mod aims to add subfactions to each race, one for good and one for evil alignment (production isn't tied to alignment though).
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