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Comment History  (0 - 30 of 55)
Birdy
Birdy - - 55 comments @ RotM-Patch 2.1

Thanks bud, glad you enjoyed it! Unfortunately, the two games have different DBF files and therefore the campaign is not compatible. Sorry man :( I'm remaking the original campaigns with slightly harder difficulty/setting, and in a far far far away pipe dream, one day I will try to take on the endeavor of making the guardians of light/servants of dark campaigns with my mod. But if that is to happen, it may be years, cause I'm a slow worker! haha

Good karma+1 vote
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

I'm not sure what two maps those are... But if they're not working with my mod, chances are they will need to be edited/redone to work. Sorry!

Good karma+1 vote
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

Sorry, but maps that I have not changed to be compatible with my mod may not work. This is because I have changed the levels of certain unit types (for example, the Stinger is now a 4th level, instead of 3rd, which will cause any maps with Stingers on them to crash). If you need help with a specific map you are trying to make work, please send me a private message and I will try to help as best I can.

Good karma+2 votes
Birdy
Birdy - - 55 comments @ RotM-Patch 2.1

Still just balance, bugs and stuff like that!

Good karma+2 votes
Birdy
Birdy - - 55 comments @ RotM-Patch 2.1

Thanks man! And yeah, due to popular demand, and also because none of the other extra units I gave to the Undead really felt right. I'm not sure if I made them too cheap, but I'm happy with 'em for now. :)

Good karma+1 vote
Birdy
Birdy - - 55 comments @ RotM-Patch 2.0

All maps should be working now! Thanks for the positive words regarding the changes :)

Good karma+1 vote
Birdy
Birdy - - 55 comments @ RotM-Patch 2.0

I have NO idea how that bug would happen. I didn't change anything with the level ups of gargs, or their buildings.

Good karma+1 vote
Birdy
Birdy - - 55 comments @ RotM-Patch 2.0

Should be fixed now buddy, sorry about that!

Good karma+1 vote
Birdy
Birdy - - 55 comments @ RotM-Patch 2.0

I'm starting to think the same a little bit... I originally upped the gold that AI players make because I wanted them to build their structures more consistently... but instead its a bit of a whack-a-mole. I'll see if I want to change it next update!

Good karma+1 vote
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

If you have the original version of Disciples 2 (Dark Prophecy), you can replace the exe file in RoTE with it, and it will undo that silly change of mages missing everything. If people need/demand it, I will upload the exe to fix the issue!

Good karma+1 vote
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

Thank you! Werewolves are back ;)

Good karma+2 votes
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

Heroes get leadership at 3,6,8 I believe!

Good karma+1 vote
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

Should be fixed with new patch! Sorry!

Good karma+1 vote
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

Thank you so much for noticing my fluff tidbits, I really appreciate it! The Werewolves have been re-added with the new patch, and HOPEFULLY it fixes all issues with maps/campaigns.

Good karma+2 votes
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

Hmm, have you replaced the Scens folder in the directory with the Scens folder in the mod zip?

Good karma+1 vote
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

Yeah I always thought there needed to be more differences between the Lord types, and giving up an all-hitter for a summoner just never made sense to me. Happy you like most of the changes there though dude :)

In regards to CtH, I did it because I always thought it was the weakest option in the original game for any kind of spell/leader upgrade/potion. Most of the time, when your people have leveled up and have their 89%+ accuracy it makes spells like Holy Strength almost a waste to cast.

And the deep changes... I get it. I originally wanted to keep it as vanilla as possible, but over time I decided to really add some variety and change up some units to really make the game feel a little newer.

If you haven't tried it out though, please do! You might be pleasantly surprised with how some of the changes really feel, and how interesting the new choices can really be.

Good karma+2 votes
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

Thanks man!

Good karma+1 vote
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

Haha! Great minds think alike ;)

Good karma+1 vote
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

Hey dude! I'll join the server, sounds like it could be cool

Good karma+1 vote
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

Thanks dude :)

Good karma+2 votes
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

Glad you like it man! I've been mulling over what to do with the summons for a while now, because I'm not quite satisfied with the role they play (at least, the high level summons).

However, although the elf summon is weaker than the empire one, the elf summon also lasts longer, and doesn't de-summon after 1 turn.

To get the boon spell, you will need to choose mage leader when playing as the elves. They do have a boost to their cth in the 3rd level spells as well, which pairs nicely with their boosts to guarantee damage.

Capitals have also lost the immunity to shatter... which makes the elf shatter units much more powerful in a capital siege.

And unfortunately there is no way to increase the damage cap...

Good karma+2 votes
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

You only need the latest version to install the mod. :)

Good karma+1 vote
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

Thanks man!

Good karma+2 votes
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

Unfortunately there is no way to play it with Gallean's Return or Servants of the Dark. The dbf files are different from each version, and aren't compatible with one another.

I had found someone a long time ago who had completely converted the entire campaigns into custom campaigns for ROTE, but it was so long ago and has been lost to me :(.

Good karma+1 vote
Birdy
Birdy - - 55 comments @ Birdy

Oh, sorry bud! I have responded now. Didn't mean to make it seem like I was ignoring you :(

Good karma+1 vote
Birdy
Birdy - - 55 comments @ RotM Patch 1 3

Glad to hear you like the changes man! Unfortunately though, the dbf files differ from Servants of the Dark and Rise of the Elves so I'm not sure it would be possible. :(

Good karma+4 votes
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

Hey! I'd definitely suggest trying it out, as on paper it seems like a huge buff for the Clans but with the changes to a lot of the other race's back lines and power it really evens out.

Good karma+2 votes
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

Thanks! The rod planters can use artifacts though... they just don't start with it like the other leaders and have to learn it at level 2+. I guess I should've been a little more clear in my mod summary. :O

Good karma+1 vote
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

Hey dude thanks for the feedback! Glad you're enjoying the mod :)

I've actually been thinking about the Witch Hunter line recently because I've felt they're just a tad too powerful, and your suggestions are really interesting. I like the idea of progression for the line, it's something I'll have to mull over though.

For the Pandemoneus and Modeus though I'm not sure I like the idea of it, mostly for balance reasons though (thematically it's cool though).

Again thanks for the suggestions though mate, and thanks again for the feedback! :D

Good karma+2 votes
Birdy
Birdy - - 55 comments @ Disciples 2: Rise of the Mod

Thanks mate! Yeah, this game is nostalgia wrapped in memories. Good stuff.

Good karma+3 votes