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Rapporter et oversættelsesproblem






-now you build the temple buildings in minor settlements
-a new text shows up for the vandalized buildings that if you raze spawn a force
-the chance of those buildings showing up was decreased from 1 in 4 to 1 in 6
-3 new buildings where added with 3 levels only available in major settlement deeps that allow you to convert influence to other resources laborers, raw material and slaves direcly from the realm of chaos (intended for after completing the tower very late game)
-remade the OP dragon bosses so they are normal units and shouldn't cause any issues other than beating your ass they have (Great) in the front of their name usually 1 spawns per tier 5 nest destroyed and a bunch of them spawn when a tier 5 nest is destroyed
I check it twice, but Sorcerer-Prophets has no button.
Even i check Daemonsmith Sorcerer too, but there is no button.
In minor settlements none of the "Temple" buildings can be constructed in the Deeps. Is this intentional or a bug?
Regarding the building effects, its great how you have given options to pick depending on the way you build the province. Pls try to include Reduction of Costs for Upkeep and Construction as both are high for Chorfs.
Lastly, Consider using Conclave Points to construct the Deeps settlement? Usually around turn 50-60 I have confederated all factions & use conclave points for T5 tower settlements with a lot of surplus. Can the same mechanic be used to get high level deeps? They are expensive!
Thanks for the great mod!
"Compatibility issues with mods that add more slots to settlements."
Otherwise cool mod
what do you mean?the deep more slots?if you mean the above-ground construction building slots,i think Expand Building Overhaul can do what you want
id:3461279891
good mod for this game ,thank for your hard work
Question, how come it's not a building like the Dwarfs have it? Why hero?
Why not make it similar to how the dawi has it? A reason why or just creative liberties?
Thx!
At the moment it simply causes Desyncs to occur and removes the Deeps upon reload.
Maybe you could just implement a "close the tunnels" option, where you could just destroy the deeps if you reach the situation I was in...