BlackRainZ

BlackRainZ

Joined Member # 2383523
50 Posts 1,009 Replies 1,127 Reputation

I was just thinking something, maybe the reason why it didn't work when i edited coreformations with different numbers (20 instead of 2) etc. is because maybe it requires adding in another soldier with a position. What I mean is this. This is an example of the code currently: 2 <UnitFormationPosition InternalNam

46 Replies 28,534 Views

What do you mean exactly sean ? Do you mean edit coreformations to use 5, instead of 3, 10 instead of 4, etc. ? I will edit those numbers and see if anything happens. The game does not use population to make soldiers though. Even with default settings, no population gets used when recruiting. I will look at coreunitgroupingtypes now. Also, as fa

46 Replies 28,534 Views

Doesn't seem to work. I tried changing the numbers there and it still shows up in game as the default numbers. The edit should have worked but it didn't for some reason. Maybe there is another file which also edits this ? It also doesn't appear that building soldiers uses population anyway. I built several and pop did not change.

46 Replies 28,534 Views

This is just something I was thinking and I haven't really figured out how to simulate it yet. There may be some creative way to suspend disbelief enough that you "feel" like it is working, even if it isn't exactly working the way you hoped. Already in my game, I changed all the populations to be by a factor of 10, so instead of let's saying having a 1000 people in your empire (which in my opinion is just ridiculous) it would be 10,000. So, that is simple to

46 Replies 28,534 Views
Reply to Bandit leader in FE Beta

I don't understand what you mean. Do you mean it seems like a lot of the stuff people are hoping for isn't in the game and people (like me) keep saying we will just mod it in ? Or do you mean something else ? If they don't change it, what else can we do ?

47 Replies 26,948 Views
Reply to Bandit leader in FE Beta

Would definitely like to see this in vanilla, but if it isn't done, perhaps I will create a mod to make all these better.

47 Replies 26,948 Views

I dont think this will be in the vanilla version but it is definitely something easy to mod in. Well, except for having to make new graphics for new armors. I can do all the xml work needed but making the graphics isn't my thing so if anyone wants to help me out and make some new armor graphics, I could do the rest. I think it is good that magic armor requires only crystals. They are trying to make each path viable depending on your resources and such.

93 Replies 293,251 Views

We all know who the fallen enchantress is already, that is simple.

9 Replies 6,959 Views

Happened to me with .983 but it was only after I cast dispel enchantment to get rid of some curses. Don't know why.

1 Replies 3,931 Views

Magnar may have captured an enemy capitol or something. Population has a big impact on score and I think magnar are the slaver, they gain population by razing cities or something. Also, I think since Magnar was so much more powerful then you, that is why they declared war and others on good terms with them did so as well.

6 Replies 4,437 Views

It isn't odd at all actually. It is probably that the game loads from the file once, unless it is changed, rather then loading from it each time you run the game. Also, many games have issues with the whole administrator thing. So, running it as admin, allowed the game to read your changes. When you originally ran the game, you probably hadn't modded anything yet and so the default files were loaded I guess.

37 Replies 25,772 Views

That makes no sense. It has always worked this way before. I am having no issues at all and I have made changes to many of the files, coreunits, corespells, coreimprovements, elementaldefs, etc.

37 Replies 25,772 Views