I would also like to see the ability to list multiple prerequisites for a unit item with an AND condition along with the current OR logic. In other words, It would be nice if my Mega Bow of Thunder requires Advanced Archery AND Arcane Weapons. Right now, if I list both techs as prerequisites, attaining either tech gives me the bow. Oh, and I agree with Gravedancer.
Aerion Istari
Based on my testing, I'm not sure the Value tag has any effect. I tried putting a '0' and a '1' in either one or the other and both prerequisites and I could see no difference. It appears that multiple prerequisites are an OR condition. I think I'll post in the Ideas forum for the DEVs to fix this.
1> I see most of us are already putting prefixes on our Mod files. Let's continue that trend. 2> I also put prefixes on the internal names of my mods to make sure there is no conflict with Core or other mods. Some of you are already doing that as well. 3> Most of our mods will have dependencies with other mods. For example, new items might have new tech items required for them. There needs to be a way to show dependencies between separate
[quote who="Heavenfall" reply="11" id="2755263"]I need to retract my earlier statement Listing several techs does not necessarily make it "OR" For example, consider the Kingdom tech Light Armor that requires TWO techs before it becomes available. Tech <Attr
[quote who="Heavenfall" reply="8" id="2752960"] Quoting Aerion Istari, reply 6 Quoting Aerion Istari, reply 5 Quoting Heavenfall, reply 2missing probably I wish you were right, but " Warfare " and " Conquest " are in there. Actually, in looking at it again, I guess you were referring to the Category tags in the TechTree part. I added. Rel
You don't have to rebuild data.zip to modify a core item. You just need to put the item data in the Items folder. It appears to overwrite the loaded core data.
[quote who="Aerion Istari" reply="5" id="2752411"] Quoting Heavenfall, reply 2missing probably I wish you were right, but " Warfare " and " Conquest " are in there.[/quote] Actually, in looking at it again, I guess you were referring to the Category tags in the TechTree part. I added. Related question: If you list multiple prerequisites on a wea
Much better, thanks!!! Also like that you put a prefix on your mods filenames. That's going to be key when folks like me are juggling multiple mods.
Thanks Robert! Perhaps not perfect, but a better system than what we have.
Do you think you could remove the techs from the tech trees you're not actually adding or modding? Would make it easier to figure out what you're doing. Edit: I've looked further at you mod. The problem is, it's not going to play nice with other mods. Because you basically modded core files them put copies in the \Items folder, it will overwrite any other mods people are using (or not) depending on the order they're loaded by the app. I'm afraid not many
[quote who="NetNomad" reply="15" id="2752423"] Quoting Carewolf, reply 14I only use Janusk for sex. Janusk: Boy Toy[/quote] Yep, I jump his buns as soon as I get my rep high enough to get him to the altar. Free channellers 100 turns later.
They're French. [e digicons]:D[/e]
[quote who="Heavenfall" reply="2" id="2752306"]missing probably[/quote] I wish you were right, but " Warfare " and " Conquest " are in there.
I like Robert's suggestion. Makes the most sense. Perhaps Robert would like to re-post his ideas in a new thread and we can ask for them to be stickied.
I've begun looking at modding combat. With magic and combat being one of the most underwhelming aspects of the game right now, I'd like to be able to compensate for the issues (namely magic attacks being resisted by Defense/Armor and stacks being overpowered) through modding. But the problem is that damage calculations are inadequately exposed for modding. Spells or Attacks don't offer a Minimum Damage and the actual damage calculation isn't exposed to modding. I kno
I've tried adding this new tech but it's not showing up in the Tech Research. Anyone have any idea what I'm missing or doing wrong? DisplayName,Description,Image,Color,HotColor,Icon DisplayName,Descrip
I just want to say that I like the idea of being able to have more than two rings and one amulet. But, I'm the first one to admit that the amount you can have needs to be limited to a reasonable number.Perhaps we can also have broaches and bracelets or something like that.
[quote who="Wintersong" reply="9" id="2746926"]I have serious issues about associating the word "realistic" to the word "Quendar" (as a name for a fantasy race/species of a videogame). That said, as a skinning work, congrats I'd have gone for the Quendar to Elf mod though, as the Quendar seem to be the basis for any elven mod.[/quote] And speaking of elves... I'd love an Elf race.
First time, CTD during combat. Second time, spontaneous reboot. Includes saved game just prior to combat on last occurrence. Was in the middle of my turn when crashes occurred. http://www.curtis-home.net/Files/debug_CTD_DuringCombat.zip
[quote who="James009D" reply="23" id="2746387"]Yes, this code will help in that endveour. 1 800 1 Rating is = the Adventure tech level Likelihood = % chance of spawning NPCTalent = The cost of hiring I believe... this is all theoretical, imo, lol.
I think giving the attackers the first attack/movement is reasonable and justified. But, as the OP suggests, the game should not favor such an obvious exploit. The AI needs to understand movement better and not walk into a haymaker the way they do.
[quote who="Darknutter" reply="20" id="2734054"]right click and go "save as" to download the file. As to how, this is the Kingdom's Air Shrine, in the xml file: Player AbilityBonus<
The last patch made it a LOT more stable. Still buggy but playable. I recommend setting the Auto Save to save at end of each turn. That minimizes the damage when you do crash.
During a battle, I moved a NPC to a place that might have been blocked off. Not sure. Character was moved around the right side of the skirmish line and was the last NPC moved (I don't recall the name). Once the NPC reached the end of its move, I could not select any other NPCs and the End Turn button was grayed out. Also getting the Invalid DXCall CTD when ALT + TAB. Occurred at very end of this as I had to break out of lockup. <a href="http://filebin.
Good post. I agree with most of it. I would add that we need a formation editor or some way to designate where the units are in the formation before combat starts.