Warlock 2: the Exiled

Warlock 2: the Exiled

Fae
28 Comments
tolaburke 6 Sep, 2019 @ 7:10am 
An interesting bunch. Almost all of your cities will end up more general in the name of specialisation. Sounds weird?

All cities want Fae Groves, for extra pop growth.
Food specialist cities want the Feeding Dens for +6 Food. So they'll field Old Wolves.
Bear Trainers give 10% Gold, Food and Mana, so you'd want that if you're going after those.
Chucky Tosser 17 Nov, 2015 @ 1:11pm 
just saw that this mod was not for the naga mod - would that be the cause of our error?
Chucky Tosser 17 Nov, 2015 @ 12:49pm 
Getting = Array <18, -1, itemsize=8>: overflow 19 of 18 in my mp game with all expansions and this one along with a few others, usually kicks in when you meet an AI or trade a spell, any help? I'm not sure on how to investigate the errors in a file somewhere or whatnot. tyvm.
Pat 22 Jan, 2015 @ 2:23pm 
Could you buff the faction a bit?
Epic The Incandescent 5 Dec, 2014 @ 6:25pm 
Oh and I forgot to add that it can be a mssive hamstring when you lose the ability to create certain elementals if you stray too far down a gods path, found that a tad bit irksome.
Epic The Incandescent 5 Dec, 2014 @ 6:24pm 
I am gussing this mod is the same as the "adept" mod that adds all your other races in one mod. I love the elementalist so fuckin much, though their units are a tad on the weak side. Fae felt meh to me, lack luster str, forest are not my prefered land type so meh. I have not used demons yet nor nords, though I have seen them here and there.
K'senia  [author] 5 Dec, 2014 @ 7:18am 
This is not for Naga DLC. I made this prior to it.
Epic The Incandescent 4 Dec, 2014 @ 10:37am 
this for naga dlc or no? I dont have it yet sadly
LacunaePhage 30 Oct, 2014 @ 5:27am 
Great idea! Subscribed!
Rei'No Otoko 27 Sep, 2014 @ 3:14pm 
What was going on was the First Great Wiz test I'd just saved the witch and he attacked the land again and even though the buildings in the Capitol were still there they were some what buried, but all my cities stopped having units avialible, for the Mod, after that happend or around that time, I'm not sure if that is it or its just when I found it had taken place
K'senia  [author] 27 Sep, 2014 @ 5:22am 
hmm... that is odd Rei'No. Not sure what would cause that from within the mod itself. I will see if I can't duplicate that somehow to figure out what might have happened.
Rei'No Otoko 26 Sep, 2014 @ 9:48pm 
Some where between turn 60 and turn 82, this mod failed, the game was running fine, however accept for ravens no other part of the mod is working correctly the buildings are there but all units are grayed out and unbuildable. I tried saving and reloading and a totalt restart of steam and reloading, none of my saves accept for the first turn, are running the mod correctly. The reason I didn't notice is simply all my previously built units were working correctly, and about turn 60 I built a Fae unit and at turn 83 I wanted to build anotherf one but in all cities the mods units were now grayed out. I had all resources needed to build the units and the required building.
K'senia  [author] 26 Sep, 2014 @ 11:22am 
I am glad to hear it philo103 :) I am just starting to look through the graphics files, and I have found a few that might beautify it a bit more even in a future update.
philo103 25 Sep, 2014 @ 12:34pm 
K'senia > In what regards your recent 1.1 update, my daughter enjoys it very much : the new faerie buildings, especially those we begin with, are aesthetically awesome.

(My daughter does not like to start with the big bears : she disbands them and immediately recruits ravens.)
Rei'No Otoko 24 Sep, 2014 @ 5:30pm 
Yes, I see what you mean about the cities being messed up the other day, that seems to be what caused all my confusion, because only about half of the mod actually loaded, and since it was my first time I had no idea.. My opiinion of the mod, atm, is that it starts out with way to much stuff in the capitol, I'd like to see the Ravens building removed at the start, since it can be builit immediately, this would bring the Capitol inline with the game starts, especailly since I always play on challenging, the start is way too strong.
K'senia  [author] 24 Sep, 2014 @ 2:31pm 
ahh... sorry about that... yeah this update might not be compatible with old save games, since I changed around a lot of the buildings.
Rei'No Otoko 24 Sep, 2014 @ 2:25pm 
Well, with the new mod loaded and the old map in use, I got an error that aborted the game.
Error Cannot find building confitions for the object 'bid_c_farm' . I just wanted to save the game before I started a new playthrough.
Rei'No Otoko 24 Sep, 2014 @ 2:12pm 
Also, to what I played yesterday, I did not realize the Fae, was ranged, I don't know if I read it wrong or that I was confused by their tool tip. This could just be my fault because of my issues but I thought I'd ask.
Rei'No Otoko 24 Sep, 2014 @ 2:09pm 
Oh, and the mod was working, it seems, the mod list and downloader were incorrect. So, I have to say, I already played her, but I will restart with the new update.
Rei'No Otoko 24 Sep, 2014 @ 2:07pm 
Wow!, You qwik , I was just going to resind my post, I r can't read at times
K'senia  [author] 24 Sep, 2014 @ 2:05pm 
No they should work fine in the main quest too. I have been playing with them there as well. New version of this is up now.. Please try this one, Rei and see if it works now for you.
Rei'No Otoko 24 Sep, 2014 @ 2:04pm 
Do the mods only work in sand box and not the main quest? As I'd like to use them in the story quest
K'senia  [author] 24 Sep, 2014 @ 8:39am 
Echoslamisop and I both ran into some sort of issue where all our mods stopped responding for about 24 hours, perhaps this was system wide. In any case, I will re-upload my latest version here shortly, which will hopefully fix any corruption that is with my mod specifically
Rei'No Otoko 23 Sep, 2014 @ 7:52pm 
This mod and your recommended mod Great Mage Perks both appear, how ever even after several reloads both the mods list and the downloader persist in saying Unknown perks downloading?, this is not clearing up,
philo103 20 Sep, 2014 @ 10:09am 
I subscribed and when I strated the game, this mod was loaded ... but it did not appear in the list of active mods on the game's welcome screen -- even though it was selected (by a checkmark) in the sub-list of mods.

FIX > You only have to de-select it in the sub-list (by removing the checkmark) and immediately re-select it. It then suddenly appears in the list of active mods, on the welcome screen.
Tanstaafl 15 Sep, 2014 @ 6:42pm 
I unsubscribed the maou custom mod and tried again. This time I saw both a Nelyna and a Mallacir in the list of great mages and was able to select the Forest Fae as a race for my great mage. I've only played about a dozen turns but no problems so far.
K'senia  [author] 15 Sep, 2014 @ 12:57pm 
hmm... I haven't tried it with other mods. Nelyna uses Mallacir's picture(She's the beautiful vampire princess) for now, so maybe its possible you missed her in the lineup? Hmm... Still learning the ropes, so I can look into if there is a conflict problem.
Tanstaafl 15 Sep, 2014 @ 10:54am 
This mod sounded very interesting. I subscribed to it and verified that it was enabled but it appears to do nothing. It did not add another great mage or another race. I was also using the maou custom and great mage pack 2 mods, which have not given me any co-existence problems (as long as I did not reach the limit on the number of great mages you can have defined).