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#121
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Did any1 figured out what`s problem with enemy human units after getting second turn with fighting spirit? Same thing happens every time some enemy human range unit get second turn (or marauder,robber after using their special ability), just little hourglass appears and it lasts with no end, and unit that got second turn just stands there. It never happens with enemy human melee units though.
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#122
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Is this working with red sands 1.6?
I see it says needs red sands 1.3? |
#123
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I have red sands running properly and wanted to give extreme mode a try.
after downloading a file and following instructions ( unzipping the folders in sessions\red_sands) it does not work. First of all it says in instruction to overwrite files, but it does not ask me to overwrite anything. Since my red sands is running properly, i suppose all files (red sands ) are in order. After starting new game on impossible all new creatures and features are accessible. However, after starting any combat, Amelie cannot use spellbook, and all attacks (given or received) immediately kill a whole unit regardless of size. It also shows damage done - zero. Any clues? thank you |
#124
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Actually, red sands 1.6 is a little buggy (has crashed multiple times) even without this extreme mod.. I only have the 1.6 english though think there is a 1.6.04? I am guessing the extreme mod only works with 1.3.. but I haven't tried that yet..? Last edited by themaster; 12-19-2011 at 01:37 AM. |
#125
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I found the cause of my crashing.. I was playing the extreme mod mixed with 1.6 red sands save.. and even after I removed extreme mod aspects of that save was causing the game to crash..
I started a new default red sands save and now all that's gone and looks stable.. Still I want to play the "extreme mod" so I'll see if I can find a 1.3 out there.. |
#126
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Okay, I downloaded 1.3 from here..
http://letitbit.net/download/1673767...ee.Ru.exe.html Seems okay And I moved my 1.6 to a folder called "red_sands1.6" that seems to allow me to play that.. but extreme mod looks cooler so.. it's in the default red_sands folder.. It seems to be working/functional and the bugs/crashs I had before are not present.. so gonna try it out and play it ![]() Also I through on the 1.6 version of the english on here not (1.6.04) and again I'll just see how that goes ![]() |
#127
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I see many ppl have problems with 1.6 red sands version, so my question is this : if 1.3 version works without problems, and i know it does i played red sands extreme on it why change to 1.6 ? What is new/better/improved in 1.6 that we didnt have in 1.3.
I guess it`s some bugs or another, but in general i had problems in 1.3 only with thing i tried to mod/change so i knew how to fix them. So @tata1 try to find 1.3 red sands and then upgrade to extreme trust me it`s worth it. Have fun ppl ![]() Also try reading posts in this tread, there are some missing things (unit bonuses in items.txt , exp system file . . .) and check on 11th page 3rd post about giving hp% when units lvlup, not absolute number. You`ll have problems fighting stacks of 10k+ 1-2 units with 45 bonus hp. Last edited by Fatt_Shade; 12-20-2011 at 06:09 PM. |
#128
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Someone a few posts up provided a link to the 1.3 version, I'll mirror it so we don't lose the link for now. I'll probably also update the original Red Sands thread to include a link to the Red Sands Extreme mod and supply the most recent translation files along with instructions for use with Red Sands Extreme mod. Personally, it seems I'm also having a few glitches here and there with Red Sands 1.6 and I'm not sure if it's due to the .3 version update (with the original translation being in mind for use with 1.3), localization errors in scripts, schemes, and so forth, so if people can play Red Sands with less headaches or problems using your mod then that's pretty swell. EDIT: All sorts of mirrors for 1.3: http://www.multiupload.com/365YAQIHXQ Last edited by fillyra; 12-21-2011 at 02:38 AM. |
#129
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Army : hunters, goblins, catapults, paladins, goblin shamans. Cast target on paladins and destroy uncontrollable 5lvl units as priority. Just use Trigger as companion coupled with some crit boosting items. Most important are Iron of Krakulum+Jolly Roger. This way red sands extreme can be beaten no loss, no wanderer scrolls used (including Scrounger etc). It is so powerful I estimate even 500% increase on original red sands can be done no loss. (you can also use hunters, elves, bowmen with arbator+quiver of dragon) Happy new year ![]() |
#130
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I wouldn`t agree about hp gain. Without fix for hp% as i said on 13th page, player will find stacks of 10-12k some low lvl units, with 40-50 hp each (for expl sprites from 9 hp, to 59 is a bit much 500% boost). That`s 400k hp worth of killing, to much and on other side 5th lvl units gain same 40-50 hp (which is less then 6% for some of them). That`s why i made it same % gain for all lvl`s.
As for 100% crit archer army my pick was a bit different : paladin + goblin + goblin shaman + catapult + blood shaman, first turn all units attack at least 2 times, goblins even more with unstoppable. usual goblins/goblin shamans/catapults/blood shamans(sacrifice all goblin units act 1 more)/paladin second wind on blood shamans/blood shamans/catapults/goblin shamans/goblins. Targeting paladins is nice, but i always love mass precision first because in first turn almost 80% enemy are dead with my lineup. |
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