[quote who="davrovana" reply="326" id="3389493"] Quoting Dumhed, reply 325 Thanks abob101 for the earlier feedback. I sometimes have a hard time using the right query in the search to find what I need. New Question: Is there any way to create a randomized result in unit recruitment? Let's say for example I have 4 elementals that can be trained... is it possible for the city to recruit elemental (general), an
Dumhed
Thanks abob101 for the earlier feedback. I sometimes have a hard time using the right query in the search to find what I need. New Question : Is there any way to create a randomized result in unit recruitment? Let's say for example I have 4 elementals that can be trained... is it possible for the city to recruit elemental (general), and only after recruitment find out which of the 4 you got?
[quote who="abob101" reply="320" id="3389329"] Quoting Dumhed, reply 315What determines the zoom distance for a sovereign in their info card? I have a sovereign that in new game selection is zoomed closer than all the others. I'm not really sure how to make the sovereign the same size as the others. That's a bit strange. Have a look at the xml file for that Sov, it should have lines like this... Procipinee_Cut
Final question (for a bit): How do I make a unit dependent on a building? For instance, I'd like Archer's to be produced by only if there is a woodworking shop, etc. I've tried playing around with the prereqs a bit: [code="xml"] Tech Archery BuildingRequirement <
Yet another: How do mod files work when "conflicting" with the main game files? that is... say I want to make it so the Logging Camp cannot be built by a custom faction... if I edit the coreimprovements file I can make a prereq. but what if a mod file has the same improvement with the same internal name... would the mod file override the main file? For things further down the tech tree, i can easily make a new
Question : What determines the zoom distance for a sovereign in their info card? I have a sovereign that in new game selection is zoomed closer than all the others. I'm not really sure how to make the sovereign the same size as the others.
Question: Is there a way to limit the total number of a certain type of unit in the world? For example, I am interested in making a building that allows the recruitment of a powerful unit... but I'd like the custom faction to only be allowed to recruit, say... 3 of these guys. It would be even better if once those units die, the faction could still not recruit more.
This mod really has made the magic victory an interesting option again. Thanks a ton.
In SC2, I particularly appreciated the humor written into the story. Lots of gems in that one. I really would be interested to hear how the Star Control franchise will be revived or integrated into future projects. (or possibly the purchase is just to have another project option which may never develop). Either way, I'm curious. :)
I find that custom units help tremendously. Creating units with certain accessories, for instance, can improve important stats quickly. Of course, in a given game, you may or may not have crystal, or horses/wargs, etc. So by customizing, you increase your range of options based on the resources you have in the game. The preset units don't have a lot of mounted units, for example. So, the default stuff is just not equipped to give you the widest range of choic
Another thought on the next "big" thing... Increased visual customization: For many gamers, one attractive feature in games (particularly ones set in a fantasy environment) is customization - particularly of your "main" character... in this case the sovereign. The face, body, clothing options are very limited in the preset game. And... some of them just look weird. It would be a big undertaking, but allowing users to have finer control over look woul
I'm looking forward to the next update. :) As for what comes next, I think the next iteration should be something different. That is, I'd like to see a successor to Elemental/FE/LH of sorts. However, I think it should only be so in terms of user end game mechanics, basic theme, retaining the unique elements which make the game fun and different from other games of the genre. Otherwise, I think the game may be due for a complete refresh. Basically
Thanks for the feedback. I'll play around with these things a bit. As for difficulty level, my problem is I made an overpowered sovereign, which I like to play. I could just nerf him a bit, but I'm irrational about it. :p . I suppose I could start playing on insane. But with the ability to micro-adjust things like the cities, I may have more flexibility in managing difficulties.
I have a couple questions that relate to city expansion - particularly on the part of AI factions. I have never taken the time to see if it would happen... but can a player or ai settle a city within the territory of another faction? For example, you have some fertile land within the zone of an outpost... can an opponent come along and settle there? Is there a way to limit the number of cities a player can make? One of the more tedious elements of the
Question: I have created a new hero that is meant to be specific to the sovereign I also created (as a pair). I managed to create a summoning spell to bring the hero into the world. However, when my kingdom reaches the the appropriate fame level, that same hero can spawn again. (It is tagged unique=1). What can I do to prevent it from spawning through the champ system... and thus
Thanks. There are number of them that are not used at all in any faction, so I can't look to reference. You mention "if" they have a default value. Is there any way to tell which ones do and which ones don't? And some of them say they have a "bonus" but don't indicate how much. Maybe it'd have to trial and error to make chances and see what the impact is?
I have a question about the abilities found in CorePlayerAbilities.xml. Some have a "Default Value", which I see can be changed in a faction file such as: [code="xml"] 1.5 [/code] I've also noticed that some abilities draw from CoreAbilities.xml and are placed in different tags without a value modifier. [code="xml"]<SelAbilityBonusOpt
this looks great. :)
Hi, I installed the mod. However, the quest kicks in near the beginning of any new game I start (within the first 5 turns).