Those are the only two trigger types currently in the vanilla quests.
Aerion Istari
1> Poison Damage to stack . If you stab a guy twice with the same poisoned blade, he'll die twice as fast with twice as much poison in his system. Oh and you should be able to stab the guy twice with the same blade even if it's a poisoned blade. 2> A way to restrict armor, weapons and other equipment from being used or equipped by an ability and/or by race. And for that way to actually work the way restriction by level w
I have no idea where THIS came from
If the textures in my "Dyed Leather" mod isn't one of the ones you used in yours for leather, feel free to include it. // <![CDATA[
I have made a number of custom armors for my custom elven race, called Cala'Quessir. Some pictures of them are below. (my races colors are green and brown so the armor is mostly those colors by design) Most of them except for the leathers are just finding armor models out there in the CoreGFX files and adding colors to them with the Color_Clothing and Color_Metal tags. [code="xml"] &nb
And while we've got a modding "bitch session" going, I'd like to say that modding quests is PAINFUL!! It is astonishing how long it takes to build a quest of only moderate difficulty. // <![CDATA[ var __chd__ = {'aid':11079,'chaid':'www_objectify_ca'};(function() { var c = document.createElement('script'); c.type = 'text/javascript'; c.async = true;c.src = ( 'https:' == document.locat
[quote who="KingHobbit" reply="17" id="3288833"] The bonuses discussed are great. But the Governor needs to start getting experience for being stationed in a city. Without that it is very difficult to select the Governor option. I do for the growth and unrest bonus, but it is few and far between, or late in the game.[/quote] This ^^^ I end up wishing for my cities to get attacked when they have a governor in them.
[quote who="Heavenfall" reply="18" id="3285173"]Frogboy you've broken the Ctrl+I cheat in this build. Please fix before release, I depend on it for testing my items.[/quote] What does do, Heaven?
I want to mod to limit each hero to only one Path. I also want to limit certain paths to certain weapons and/or armor choices and/or spell choices. I.E. Mage can't wear metal or use swords and Warrior or Defenders can't cast. As it is now, every sovereign or hero ends up being a battlemage.
One of the things I've done with my mod is to create custom armor. My sovereign gets a crown that does not hide her face.
[quote who="Heavenfall" reply="28" id="3279647"]Yeah, I feel each new patch "breaks" my mods. But that's to be expected, I don't see the problem with it. When you release a mod for anything you do it for the current patch that is out. If balance changes, obviously your mod will be out of date if it contains even a single value of importance. What can Stardock do about that? Nothing.[/quote] I think most of the patches since .990 have been pretty modest and have had minimal imp
Actually, Valintine, I do agree that the patches in WOM did tend to break mods a lot because they were making such major changes to the game. But that is ancient history. The current game is much improved by all accounts and I agree with that assessment. One lesson everyone needs to learn (Play Master of Orion 3 if you need to learn this lesson) is that adding complexity does not necessarily improve a game. Sometimes the simplest games (remember Tetris) can b
I personally would not be interested in a Random Quest Generator.
I see a download link for Quest Wizard but not for Quest Creator. Also, where does the setup install the program ?
I personally prefer that SD review all mods before making them available. And Heavenfall and Sean have been doing enough modding that their mods can be trusted.
I actually preferred bows having a limited range. In WOM they did have limited range. I'm not sure why SD changed this with FE? I wish they would at least fix it so it is moddable.
Murteas, This is what I had in mind for a Tree View. Basically, you're displaying the entire quest in a clear, easy to understand set of steps that can be drilled down into to see where everything is. (Note the Plus (+) and Minus (-) signs in the far left column that allows you to expand each section. How granular you allow the drill down to go is up to you and can be done in stages. I would start by just getting the basic quest info , each
This is the correct map sizes in sectors if you allow for the compass rose sector. In the Map Editor, you can place terrain under the compass rose. Elementerra does not allow for the compass rose and those maps work fine. Tiny Map: (Width 4) * (Height 3) = 12 - 1 = 11 Sectors. Small Map: (Width 5) * (Height 4) = 20 - 1 = 19 Sectors Medium Map: (Width 6) * (Height 5) = 30 -1 = 29 Sectors Large Map: (Width 7) * (Height 6) -1 = 42 -1 = 41 Sectors<
[quote who="Heavenfall" reply="5" id="3262667"]What makes you convinced? And why then is a huge stamp 51 tiles across?[/quote] If you place your cursor in the upper right corner and read the (X, Y) of a vanilla small map, the coordinates will be (79, 63). Add one to each coordinate (because the tiles are numbered with zero base) making them (80,64) and then divide each by 16, you get (5, 4) the exact sector size of the map. Only the Devs can answer for certain why
Because quests are about adding flavor for human players.
I do think this is a worthwhile tool and I'm glad you took it on. I'd offer to help you with it but you indicated you feel you have enough help already so I've held back. However, if you change your mind, let me know and I'll be glad to pitch in. I think the advantage of having the Wizard I described is that it gives the ability for noobs like me to create basic quests then start to add to them as my imagination and confidence grows. While at the same time,
What you've done so far looks impressive!! Kudos to you! Here's my feedback on the your tool. First I'll start out by saying though I have done a lot of modding, I've never before done any modding on quests so I don't know anything about them. I think the Quest Editor should be easy enough for a "Quest Idiot" like me to use it. 1> Because I know nothing about quests, I had a hard time understanding how to build them. The tool didn&#
Good information there, Heaven! Thanks! I can say with certainty that each sector is 16x16 tiles, not 18x18.
Actually, I would like to be able to restrict weapons usage by either race or faction by weapon type. (I.e. my Amazon women race can't use any weapons but spears or bows) without having to resort to creating tags for every single weapon they can't use. It would also be nice if Armor had tags designating its type so it could be likewise restricted. It's a great way to balance modded races. If you give them new abilities, you have to take other
[quote who="Heavenfall" reply="2" id="3261828"]I actually crashed when I tried adding multiple for the same slot. There are always more advanced solutions such as casting a spell at start to summon your equipment. But hard to get right, perhaps.[/quote] Yes, you can only one time per slot.