Aerion Istari

Aerion Istari

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

If you wanted to limit to one city but still allow outposts, you could change the required distance between cities to some really long distance. But you would have to make sure it wasn't so long that the other sovereigns can't settle their starting cities.

20 Replies 8,838 Views

[quote who="Capn Darwin" reply="3" id="3114407"]You need rotation as well.[/quote] Yes, there are three different types of river tile: straight, left curve and right curve. The rest appears to be handled through rotation, but I've been unable to puzzle out precisely what the last 4 values actually do.

5 Replies 3,734 Views

Ok, the third value is the river identifier number. Each contiguous river has its own unique number. If you start and stop in the middle of drawing a river in Map Editor, the unique identifier can change and cause the rivers not to join. Also, those of you have have played around with making maps and end up with these strange black squares on your map, those are unattached river squares. You can edit the XML to remove them. Just look for a river tile with

5 Replies 3,734 Views

I'm 100% positive the first two values are the X Y and I'm about 80% sure the next value is the Z. But I'll be danged if I can figure out those last 4 values. Each one can be a value between 0 and 2. I've looked at them every way I can think of and I can't spot the pattern. There has to be something I'm missing.

5 Replies 3,734 Views

Has anyone figured out exactly what the values in the RiverTileData (shown below) tags mean? I know the first two are the X Y coordinates. I assume the third is the Z or altitude coordinate. The rest, determine the graphic I'm sure but what do they mean? 43,39,74,0,2,0,1

5 Replies 3,734 Views

Though I try very hard not to, it seems impossible to make any substantial mod without changing something in the core files or in the ElementalDefs. Is it possible to put just the changed tags in the ElementalDefs file in the mods folder rather than putting the entire file? I tried that once and I kept getting crashes though, admittedly, it might have been due to my changes.

7 Replies 7,712 Views

I'll say this about the Tax Rates. I pretty much do NOT build any buildings that require any maintenance. That's the only way I've found I can afford an army to defend my homeland and bring the word of Gaia to those unwashed Empire masses with the loving strokes of my sword. Actually, that's slight a lie. I do build some Unit upgrade buildings in one of my cities for producing my holy warriors. The rest build only maintenance-free, growth buildi

22 Replies 84,306 Views

One of the current knocks on the game right now is that trained units tend to be glass cannons. In my experience, this is true up until you get to Leather Armor and 5 ppl per unit. After that the survivability improves considerably. I find Chain Armor and above and units become very, very hard to kill. To improve the early game, I'm creating a Patchwork armor with a prerequisite of Standing Army. This should give early units a bit more survivabiliy without

8 Replies 38,159 Views

I think my first modding project is going to be to add some Patchwork armor as a starting armor option. That will give early units some basic defense and make them less of "glass cannons". I'll have to see how much I can do without having to change the Core xml files. Just adding Patchwork armor may not be enough. Existing armor type may need re-balancing as well to make it work. I think part of the goal was to make tactical combat fairly quick. I hav

57 Replies 46,859 Views

There are reasons not to upgrade. Windows 7 doesn't "play nice" with some older apps or older hardware. But to answer Brad's question, I'm on Win7 32. Question on Win7 64, doesn't the CPU need to support 64 bit in order to install that Win7 64? The memory addressing problem has to do with the size of the registers and 32 bit registers can address 2GB of memory,

96 Replies 350,263 Views
Reply to Cheat Codes in FE Modding

[quote who="Frogboy" reply="4" id="3110490"]I use this all the time to make sure the AI isn't cheating due to some bug.[/quote] As opposed to cheating as programmed? ;)

10 Replies 15,915 Views

I've used the first version of Elementerra to generate maps for FE and it does work though it does not place Wildlands. I'm still playing with adding them in the Map Editor. There is a stamp for them but I'm not sure the stamps do everything needed for them. I'll let you know. My question is, did Cephalo ever release the source for the Elementerra map generator? I'd like to make a few tweaks to it.

0 Replies 1,981 Views

I do go into the XML and clean up bad rivers and a few things like that, but no way I'm spending the time to design a map with an XML editor!

24 Replies 28,681 Views

[quote who="Heavenfall" reply="20" id="3109873"] Quoting Aerion Istari, reply 18Heaven, do you have any tips, tricks or other secrets for making the River Tool in the Map Edit actually work right? River tool? I only edit xml. [/quote] Man, if you can edit the map XML and end up with something that makes sense, you're a God!

24 Replies 28,681 Views

Heaven, do you have any tips, tricks or other secrets for making the River Tool in the Map Edit actually work right?

24 Replies 28,681 Views
Reply to Cheat Codes in FE Modding

D'UH!! Google is your friend. Thanks Heaven! Now if that's the stupidest question I ask all day, I'll consider it a victory.

10 Replies 15,915 Views

I can't remember what the cheat codes are. How do I reveal the map?

10 Replies 15,915 Views

[quote who="seanw3" reply="3" id="3106418"]You need to remove the CoreWeapons.xml file from the game and replace it with your new file with the change in description. Modding core files requires you to do this. However, if you just want to add a new club, change the internal name and place it in the mods folder, then click use mods in the options screen.[/quote] What do you mean, "remove the CoreWeapons.xml file from the game"?

7 Replies 12,693 Views

Ok, I've played with this a dozen different ways but I none of my mods seem to be getting picked up in the game. I can't even get the description on a club to change (altering nothing but the description in the CoreWeapons.xml file. I've also tried putting files in the Mods folder but nothing seems to be working. Is there something obvious I'm missing?

7 Replies 12,693 Views

[quote who="Publius of NV" reply="1" id="3101724"]It becomes much more useful if your sovereign or champion has the impulsive attribute, since that gives a double move at the start of combat.[/quote] Actually, it is totally worthless unless you have the Impulsive trait. But if you have the Impulsive trait, Fireball is devastating against trained units.

30 Replies 12,595 Views

[quote who="ddd888" reply="39" id="3100551"] Quoting Aerion Istari, reply 33 Multi-player is a zero-sum game. That means for every winner, there is a whiner (meaning loser or losers). In single-player, the AI doesn't mind losing. And if some factions are stronger (or weaker) than the others then no one really cares. . im sry for you if you are such a bad player i hate winning with ai cause of explo

92 Replies 25,406 Views