Oh, I forgot to add the map maker. I have found it easier to use the particle effects editor than it is to use the map editor. I really wanted to make unique stamps, but after 2 hours of fiddling trying to figure out how to place a monster in my stamp, I gave up. If the tools aren't bugged, then a good tutorial on how to use them is 100% in order.
emmagine
The important ones to me from the other thread: 1. allowing us access to the tile yield formula and cap. I'm aware we can change the tile yield, but there was a hard cap of 9 total resources per tile put in place. I would very much like to alter that number. There was a brief time where spots with resources like 5 materials 3 grain 4 essence were out there. That was the most fun period of the game for me, and from what folks have sai
what abilities are you trying to add? maybe we can help you find a way to do something similar.
I really hope we can all dial it down a notch or two. Stardock has gone so far above what any other publisher has done to make amends on this game, that it is something that people from all corners of the gaming community have commented positively on. I cannot think of another developer or publisher where the CEO would actually respond to a forum post, even if it is with attitude. While I agree that the attitude towards folks like Havenfall is counterproductive, it was for a
Okay, I'll give more specific requests. I think part of the problem with getting a 5 item list from the modding community is the wide variety of things we try to do here, whereas with anything else in the game, everyone will likely run into the same issues. Thus a "popular vote" can get you a list of things the vast majority of the players would like to see get fixed. For modding, the things you're likely to see me wanting are probably going to be very differen
havenfall I'm sure can do a better job of compiling a list than I can. But I can list a few things. 1. the map maker. Simply clicking on an object, and then clicking on the map doesn't place an object. Things like starting locations, resources, etc. Some things work easily and intuitively, others just don't. I tried to play around with stamps, and couldn't figure out how to place a monster at the entrance of my terrain. At that poi
Yep, it takes an extra turn for it to add into the calculations. I don't know if that's just the display, or if you actually get the bonus. Either way that's been a long standing bug. The bug that I'm talking about here, where If you have: city with 1 essence + scrying pool, Enchanted hammers and meditation If you destroy the scrying pool, You still retain Enchanted Hammers and Meditation. One of those should ha
While it might be possible to mod this, I don't really think it's worth the time to mod. The Computer doesn't make use of this "feature" and the player is capable of resisting. It is something they should change in a release, but the only people that would download the mod are the people that don't want to do it..... and there is a much simpler way to avoid doing it (don't do it). That said, our modding community is extremely helpful. &nb
Destroying a scrying pool returns the city essence slots to its previous value. It does *not* remove any enchantments that occupy the slot that is now gone.
For a very short while after they changed the tile yields, I was finding cities with 3 & 4 essence, without huge hits to food or grain. This made clearing stamps very valuable, as they had some of the best tile yield locations. Then the cap came and killed the fun. Would it be possible to get the cap moved to XML?
The Pious Farmers Guild was working, but not giving the right quantity of bonus. The quantity of bonus has been corrected. The issue you are seeing with it, I believe is the same as if you build a "brewery". Because the buff is a faction wide buff, you don't get to see its effect on the individual city in the "comparison window". The Governor buff issue is new. It used to be as soon as a turn went by without the governor in the city, they went awa
It's possible something in the newer versions has borked the essence buff from the governor. It was working, but I honestly haven't checked it's functionality in the multiple patches since i got it working (beyond moving my governor into the city I want to give the extra essence in). I will look into the Pious Farmers Guild and the Academy of the Arcane arts bugs this week. They are working in mine, and I'm not running any other mods. That
yessir. straight in the mod folder, and it is 1.29 compatable.
hopefully they will fix the issue with calculating experience bonuses. Time will tell!
I've spent a good 40 hours of my life trying different methods to add a reasonable amount of experience to a governor while he is stationed in a city. Current coding limitations prevent calculations from being factored into how much experience to give per turn. This creates a real issue because while 2 xp per turn at level 1 is very powerful, it is not enough to even look at sideways at level 15. It cannot be restricted to just one class at the moment, because of
Updated to reflect the changes indicated in the first post.
in regular elemental you could, but not in FE. The computer resource consumption was too high with it, so it got decreased and hard coded.
So you want champions you hire and monsters that join you to gain the same benefit? The lack of Global spells is in my opinion, the greatest missing component of elemental. You could eliminate the need to construct the building by adding the "auto train trait" to the core building (the hub for your cities), and have it add sight = SightBonusResource, and then pick your method of adding +1 to that new resource for having the racial ability. Now all units you train in an
I still think your best solution to adding sight to every unit, is to unlock a tech that unlocks a free or nearly free building, and have all units trained in the cities with that building be given a new trait that increases sight by +1
One more voice asking to unsticky all the individual mods, and create a new thread linking to all of them instead. The number of individual mods stickied on this forum is unwieldy.
I would try having the starting ability unlock a building that gives a +1 sight trait to all units trained in a city with this building. Make the building really cheap. (You'd probably have to have it unlock a tech which unlocks the building) Also, what stat were you trying to adjust for the city sight radius? Lastly, It might be possible to have it summon a unit with some negative regeneration, 1 hp, and no attack. A
so... apparently I neglected to press the "publish" button.... Fixed.
paladinjb the latest iteration includes buildings similar to most of your ideas. I like them, and they seem to be popular. To the idea of the mount deal for heroes, I really like that idea and I think I've found my level 4 town upgrade. I can think of the pony mount, the warhorse mount, the lizard-thing mount (starts with an S)..... what else is out there?
Most engines have protections in place for divide by 0, I don't know if there is one for this or not. But yes.... if a figure with 5 attack, attacked a figure with -5 defense.... 5 * (5/(5-5)) = crash. Assuming that's been addressed, it could be way worse than squared. A unit with 3 attack, attacks a figure with -15 defense. 3*3/-12 = 108 damage. Where if a figure with 10 damage attacked the same figure, 10* (10/(10-15)) = -20 . &n
I put this reply in a completely separate post to my feeding of the troll. I like the idea of a "bestiary" or some similar building that offers animals. I don't want to add them as trainable, as that could get dangerous as far as impinging on the 3 unique unit cap if used in conjunction with other mods. Going with the spawning idea like the dragons would work. I think I would rather use this idea as a reward for completing a stamp though. Some