Aerion Istari

Aerion Istari

Joined Member # 2394776
62 Posts 361 Replies 10,730 Reputation

[quote who="impinc" reply="14" id="3261444"] Quoting esvath, reply 12This is wonderful! Add the ability to create new Blood trait, please I'm not sure that will ever be in here, to be honest. A blood trait is an AbilityBonus. However, at some point I plan on having a way to select which abilitybonuses your racetype/faction/units get. Again, the idea being to pull in the core game ones, and also to pull in other mods bonueses as well. (A Blood

68 Replies 241,694 Views

[quote who="Jam3" reply="26" id="3260452"] My absolute main primary request would be some way to reload files without having to restart the game. I create stamps, delete/modify them outside the game and the only way to reflect that is to exit and restart the game. A "reload assets" button in the tools is easily the first priority I have for the tools.[/quote] This would be VERY helpful! Though I understand that reloading assets could cause stability problems. Perhaps

60 Replies 191,709 Views

[quote who="crimsongekko" reply="7" id="3261178"]let's hope he creates Elementerra 3 soon [/quote] Not likely since he's not been seen on these forums for more than a year though I would love to see him return.

10 Replies 11,099 Views

[quote who="BlackRainZ" reply="8" id="3261195"]Okay, I figured out how to get it to work. Need to manually place rivers though. Also, with very large maps, need to change the density of shards and resources. Even with dense magic and dense resources, with large maps it may be hard to find them. [/quote] Like I said, the resources are added randomly when the game is started. Likewise so are Champions, Shards and Wildlands. FYI: if you prefer to locate the Wildlands you

10 Replies 11,099 Views

I was not able to figure out a way to do it either. Heaven determined that items cannot be traded and never go away ("Soulbound" in his words). They are temporarily replaced by any items that are equipped or equipped in the game. So I suppose you could the item you want your sovereign to keep and the items you want to give to another NPC.

9 Replies 3,423 Views

As far as I know, Cephalo never provided the source. I even sent him a PM some months back asking him about it but I got no reply. If anyone knows how to contact him ask him about releasing the source. I'd love to take up the project and have the skills to do it. Elementerra works fine. All of those things mentioned above, except rivers, are randomly added to the map when you start a game. I generally only use Elementerra maps though I do tweek

10 Replies 11,099 Views

[quote who="Murteas" reply="194" id="3259245"] Quoting Aerion Istari, reply 193New request: How about a "Save" button. I like to save my quests as I go along. It's a pain to have to exit out of the program for an incremental save. You can save at any time by going to the save page. In fact if you want you can copy the quest at that point and paste it somewhere. No need to exit out to save. Save is the last link on the right.

292 Replies 754,732 Views

[quote who="Frogboy" reply="17" id="3258687"]Would anyone object if I just sticky this thread so we can consolidate here?[/quote] Please do!!! I have no new requests to make on top of the ones that have already made. jshores and Heavenfall have address my largest concerns.

60 Replies 191,709 Views

New request: How about a "Save" button. I like to save my quests as I go along. It's a pain to have to exit out of the program for an incremental save.

292 Replies 754,732 Views

Well said, Heaven! I would think the first question Kael is likely to ask is, "how should it work"? I think a discussion on that is in order. I'm not sure how I feel about having each object completely overwritten when it is modded. In many ways, that's probably the simplest from the DEVs perspective and the easiest to understand from a modder's perspective. But it makes it bloody hard to mix mods together. But if we request on

21 Replies 40,643 Views

[quote who="Heavenfall" reply="186" id="3257833"]Not really, those can be heads and other stuff you don't see in-game such as clothes. Also *cough* I have some gameitemtypes that only work as placeholders for trophies so they appear in the Hiergamenon. [/quote] Most people don't have clothing and heads in their mod folders though I have to confess I'm one of those exceptions so your point is well taken. In my effort to have my elves actually look di

292 Replies 754,732 Views

[quote who="Murteas" reply="180" id="3256933"]Oh, I was just going to have you name your actual xml file that way. No need to change internal names. Although adding tags is certainly a way to go about it.[/quote] Using "weapons" or "armor" or "items" in your file name would probably be the easiest solution if you want us to identify the files. As far as "Give Item" is concerned, anything with a tag is potentially giveable. Pro

292 Replies 754,732 Views

Nice idea in theory. How will it handle nodes or tags that don't exist in the original? Will it comment out any replaced tags? Does it actually change the original or create a merged copy?

3 Replies 5,618 Views

Abilities can have prerequisites. Those prerequisites could be to exclude other abilities. Blood traits are a perfect example of this. [code="xml"] RestrictedAbilityBonusOption <Attribu

4 Replies 4,116 Views

I like the work being done here!! On the passable/impassable mountains question... This is a game, not reality. I happen to think that for gaming purposes mountains SHOULD be a barrier. It creates strategic choke points and walls to force a fleeing opponent against. It creates safe zones and, ironically, makes the map play larger rather than smaller by making adjacent zones farther apart. That having been said, there probably can and shoul

73 Replies 261,150 Views

I would think "Paladin" when designing a warrior. Dual Wielding could also be something usable only by warriors. One of the better ways to make each Path/Class unique would be to restrict weapon or armor types. Unfortunately, as FE stands now, that is difficult or impossible to do right. In my opinion (for what it's worth) assassins should not be able to wear any metal armor. Mages should not be able to wear even leather. Only defenders or warriors should be able to us

7 Replies 6,914 Views

As a professional software developer, I can say that for a project the size of FE, for where they are in the cycle the number of bugs is within what I would expect. Yes, there are lots of bugs but there always is. Your programmers can only fix bug so fast so the analysts prioritize them and fix them as they have time. Bugs that affect functionality and stability will always come first. Bugs that are display, prettiness or have reasonable work arounds come last in priority.&n

123 Replies 320,313 Views

I think in order to buy anything from another faction, you would AT LEAST need to be allies. I too would love for more of the Shop functionality to be exposed to modding. At the very least, I'd like to be able to alter the number of items the shop will hold and have direct control on what is sold in the shop as well as access to some way to control or alter the prices of items. I have created a lot of replacement items for my faction but I can't prev

16 Replies 4,329 Views

[quote who="ddd888" reply="1" id="3233818"]i think its enough to remove the hidden parameter tbh Crit Multiplier CRIT The multiplier

4 Replies 4,778 Views

Yeah, I forgot to mention how easy it makes merging code. Whenever one of our programmers makes changes, we use Beyond Compare to identify changes and merge into the base source only those changes we want merged in. Version control of source would be prohibitively difficult without tools like this.

22 Replies 14,068 Views