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Sladkiy
Sladkiy @ Warfare ALife Overhaul 1.4.2

\gamedata\configs\axr_options.ltx

Good karma+2 votes
Sladkiy
Sladkiy @ Kohan 2 Arcane Wars v0.82beta

Few more issues:
- Some new summoned creatures (dark portal ones, hunters' lurking wovles) spam route sound.
- Only haroun council citadel special building has available researches.
- [s]SAIs placing sov structures on top of resource deposits.[/s]

Balance and QoL suggestions:
- Unlock the last invisible building slot of sov citadels only after upgrade, since it is very unobvious that it has hidden slot.
- Make sov engineers icon more noticeable and different from simple engineers one. Make all units available to recruit only in sov citadels icons some special look?
- Remove Rhaksha city walls and add barracks-hives that spam (either in quantities or high rate) little rhakshas?

Keep up the good work.

Good karma+1 vote
Sladkiy
Sladkiy @ Kohan 2 Arcane Wars v0.82beta

Very impressive! Like many changes, when I saw Shadow cultists (settlers) in the first try of the mod I was just wow.

Played few games with AI and encountered some problems however:
- Ranged companies have to wait until melee commander returns to the formation after engagement before they can move. With increased engagement radius it could take some time.
- Ranged compaines refuse to engage ordered target when outside of range: they just come in range and wait (often noticable when ordered to attack walls).
- Super power (global spells) sound is too loud.
- Stutters starting frome some point.
- Background on unit icons make it hard to distinguish units.
- Flooding log with "Stealed 1 gold" message when you have the according tech.
- Grayed out upgrade button in Sovereign Citadels menu.
- Council kohan with fireball spell is pink in animation window.
- Companies with different frontline units don't respect group behaviour.
- Companies engage walls that were attacked before by other companies. Sometimes you need to move a ranged company to counter militia archers so you have to move closely with alt key.

And balance - it's just my opinion so don't take this seriously:
- Super powers: spam of thieving, spells which you cannot counter that kill your mage kohans and companies, demon gates that easily captures citadels, etc. I didn't like these abilities in AA, but at least none of them could destroy a HQ alone. I wish to see much cheaper non damaging (and no morale hit) spells with lower numeric values but which you can use more often.
- Units with non regular damage types are too easy to obtain in masses, what makes armored units less useless too much (eg electric harpooners with openning valley that just blow out constructs) and researches have less effect.
- New sovereign units: the first time I've seen Certified Crimson Mage commanders in action I was "what's going on?" They are crazy. Both in damaging all around and cluttering the screen. I wish to see more in line units just stronger, not so crazy.
- Arcane techs (with walls): sometimes at the start of the game AI sends companies to them (without success of course) one after another.
- Ranged companies (siege like leviathans too) need ranged commanders by default.
- Why 1.5 resources for basic cavalry units?

Very like your mod, hope you'll continue to develop it.

Good karma+2 votes
Sladkiy
Sladkiy @ Report bugs

Same problem.
Script error on opcode 1676: invalid map icon id: -1; line no: 15
UPD: After going to camp window problem with boat solved - like a horse now

Good karma+3 votes