Beyond Compare does a really good job of matching up files as long as the changes are not huge. The match ups are not always perfect, but it is good enough that you should always be able to identify what has changed. I believe there is a trial version. Give it a free try. We use it at work for source control. It is a very good tool.
Aerion Istari
1> New Spells and Abilities: Coal Stones, Despair and Delins Breath. 2> Rebalancing a few abilities. 3> All traits given the FactionAbility_Traits.png tag. 4> All armor had its shop value doubled and its defense abilities reduced. 5> New "_spawned" goodiehuts added. I haven't researched them in detail but at first glance they appear to be some that are spawned as part of a quest or some random event. Also
I first use BeyondCompare to compare the new XML files to the old to determine what the actual differences are. As Sean stated, the differences are overall pretty small. The biggest one for some will be that Armor and some weapons were rebalanced meaning that across the board stat changes were made. That means that anyone who adds or modifies weapons will need to tweak theirs as well. Also, BeyondCompare can be used to merge changes as well as long as it can match up
[quote who="Basher0049" reply="7" id="3229466"]there is no where on the settlement HUD or on the Detail screen that tells you which type the city is I believe the city icon changes shape, ie for fortress the icon changes to a shield shape in the hud.[/quote] I did notice the change in shape, but I could not figure out what the shapes mean.
I do understand that the hardest part of developing a game like this is balancing. It makes herding cats look easy!!! And I understand that the developers have their vision of this game and that's what they are going to develop. BUTTT... here are my thoughts if anyone is interested. I like heroes being powerful! They're supposed to be! But I don't like trained units being totally useless either. And it takes so LONG to get techs to
I like the settlement specialization but I have two complaints regarding it. The first is, when we're asked to choose between Town, Fortress or Conclave, we have no way to look at the city and its contributing resources to determine which type the city could be. Nor do we have any way to know what other settlement types we have already chosen for other settlements. These are MOST annoying for me because A) my memory isn't the greatest and B) especially af
Radius probably means the distance a roaming mob will travel from the lair. I would guess -1 means either they won't roam at all or unlimited range.
To answer your division question, computers crash if you attempt to divide by zero so often programs use tricky math techniques to make sure never divide by zero. Rounding can also be a source of trouble. In programming, the most common type of variable used for numbers are integers due to their precision. But integers don't store decimal values (but they do store sign) so rounding errors can occur. Lastly, if you subtract 5 from 3, you can end up with a nega
This should be it in ElementalDefs.xml: [code="xml"] 6 [/code] Also, once your custom sovereign has been created exit out of the game before you actually start a new game. There is a file in the MyGames\FallenEnchantress\Units folder with t
There are a lot of left over tags from WoM. Many no longer work. As for lists, Stardock has never published anything official or otherwise on how tags work (I sure wish they would!!). The best way to learn how to use them is to look at how tags are used in the game XML. Heaven's and Sean's mods are also excellent sources on how to do things. I've learned a lot from looking at their modded XML. After that, the best thing to do is just exp
With the way they're beefing up mounts and moving them down the tech tree, mounts should be an early research target.
I did a Beyond Compare on the v952 changes. Most of what I saw wasn't stuff I thought important to modders other than what was well spelled out in the change log. There are a lot of new sound effects so if that is important to you, you might explore those. One stealth change is that Lairs were backed away from starting points by about 50%. 1. The combat speed of all monsters was cut in half across the board. If your mod creat
Great information, Frogboy! I think I'll go get myself another banana!!
First, HUGE KUDOS to Stardock for not Requiring Steam!! When I saw this subject on this thread, my heart skipped a beat when I thought that Steam would be required to run this game. I know this probably isn't helpful to you guys at this point, but my first, second and third wish list items are to expose more of the game to modding. But seriously, my number one wish list is to fix poison damage to stack - especially on spells!
Like so:
You can use a .png instead of a .dds for skins. I've had success just using a saved .png from Photoshop.
[quote who="Heavenfall" reply="18" id="3211770"]I don't know, I haven't worked with maps like that. I thought we were talking about CoreMaps.xml.[/quote] Would any DEVs trolling this forum mind demystifying the map tags? The tags in particular make no sense to me. The others I might could puzzle out but without understanding the tags, it's pointless.
I pretty much don't understand any of them but rivers very well. These are the ( think) basic lands/oceans from a map I made on the Cartographer's Table: 346,1,0,0.000000,0,16,-1 1,5,0,0.000000,0,13,-1 12,1,0,0.000000,0,16,-1 1,5,0,0.000000,0,13,-1 <b
[quote who="Heavenfall" reply="14" id="3209624"]Maps are not technically custom-generated at all, rather a roll of the dice decides what stamps will be used in the map. Each stamp has certain categories, and those are what matters when you alter the CoreMaps.xml file. That's how I was able to put my rivermod stamps in all maptypes - I simply put them in all categories.[/quote] That's interesting information, Heaven! I knew stamps were used but I wasn't sure how. 
Thanks for the reply. It got me reexamining my code and as a result, I found the problem. This is wrong: [code="xml"] KingdomStyle 2 AIM_CQ_LaicirithCrest.png &nbs
Anyone know where the information to store the logo next to the city name is stored? For some reason, my starting city doesn't display that and logo.
That does open up some cool possibilities!! I haven't delved much into quests yet, as I'm still working on getting my custom race the way I want it. One of the biggest problems I faced with my concept was having some Epic encounters for my sovereign to work though. But your work on questing has pretty much solved that problem!
[quote who="seanw3" reply="12" id="3208740"]That is the one. Looks like we have some ability to set custom map generation now. I plan to make one with no water to see if balance is improved. [/quote] Those tags have been there for at least a few releases. At least in previous releases, those tags haven't appeared to have much effect though I admit I haven't played with them a lot.
[quote who="seanw3" reply="10" id="3208633"]Anyone look at the new map generation xml yet? It looks like Boolean values galore! [/quote] Which XML file are you looking at? The only one I know of is CoreMaps.xml.
[quote who="seanw3" reply="6" id="3208260"] As to staves, we need special hero staves that are masterworked to have less of an Init. penalty. Also need some that do attacks in a radius of 1, 2, 3, all enemy units.[/quote] I really like the idea of staves that do "Radius" damage. That fits with my idea that a caster's staff should be a focus item to improve their spell casting abilities and/or a defensive weapon. This changes them from a ranged weapon a