Thanks for your help guys
Strategist
I am, and how do I add one?
I was wondering if its possible to add new Unit modal types, and if so how?
[quote who="econundrum1" reply="1" id="2785319"]I think the tiles issue may just be because you can't build on certain tile right against cliffs for example, goody hut, special resources and a few terrain types. Haven't seen it in the current version otherwise. I have seem quest bugs in higher level quests where the target doesn't appear and/or steping on it does nothing.[/quote] But that's the thing the tiles aren't near cliffs are goody hunts, and it'll hap
While playing the game I've across two annoying glitches while playing on a custom map. The First is that some the I will unable to be build a certain tile even when its empty. can't even use land effect spells on it, and the second is that quest don't always activate when you move your champion over to them. Has anyone else come across this, and does anyone know a way to or if either of these glitches will be fixed in the next update?
I was wondering, are their only good and evil alignments? Is there no neutral path to be walked? and what does ones alignment effect anyway?
Thanks for the info Frogboy, do you think also give the code need to create new data.zip files so change we make to tech trees will so in the game?
[quote who="kryo" reply="4" id="2775567"]Confirmed, it should be added in the next update.[/quote] Thanks Kryo
Custom maps can't be loaded into the map maker anymore
[quote who="Mikbro" reply="3" id="2774960"]Also if I create a map and save it, then try to go back to it, it's not there, but is is in my map folder.[/quote] I'm facing the same problems
[quote who="EviliroN" reply="1" id="2775339"]I too used that code and while it didn't CREATE a data.zip all my personal mods and gnilberts are in the game. i suggest just renaming the data.zip so you can always change it back if you want, easily.[/quote] I've done that before, my problem is that it takes much longer for even a samll map game to load. I sure hop some gets the new code soon
as the subject reads how can I create a new Data.zip for 1.08, so changes I make to core improvements and the tech tree will appear in game? I tried using the usual code, CreateXMLBinary, but it didn't work anyone have any ideas?
I'm working on a mod where in order to increase your cit5y level you have to build huts and hovels needed for your people to have shelter from the harsh environment of the barren world. I've lowered the population capacity bonus of the of the cities and and shorted the building time for huts and hovels to one turn each and cut the cost of them in half. When I went in to test it, the game ran fine and every goes pretty on the player's end, but of course that's because the player knows
The problem with the merchant guide tech has also not yet been fixed, it still fails top show up in the game
Anyone know what file I would need to edit to increase the number of caravans kingdoms can have to at 3?
There minor race settlement I would like be rid of as it's it will be in the way of one of my settlements expanding. Anyone know how I destroy, not capture, but destroy this settlement?
I'd installing you armor and weapon tech mod, but it didn't work, how come? was it because I was using a custom map?
[quote who="Das123" reply="1" id="2749540"]Where are you saving them? Mine only work if they are in the Mods folder. Not in the My Documents area as was the original setup.[/quote] right I've been putting mod files in the units folder, is there somewhere else I can place that the game will pick up?
I'm trying to mod the tech tree to where the weapons and armors are separated from one another, but the changes I made don't appear in the game, do I need to mod the core or something, how can I get my changes to stick in the game? Someone please help :(
for some reason my hero isn't appearing in the game, please help, is there something I'm doing wrong? Champion Lady Azula 'For the spirits I will endure, for the people I scrifice' &nb
What's the difference between plain land and Tactical Land?
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is there a way[quote who="Novaburst" reply="4" id="2741307"] Quoting eug1404, reply 1What clothing the different races can equip is defined in the clothing XML. In the CorePantsSkirts.xml file, for each GameItemType node there are SupportedUnitModelType subnodes which determine which models are able to equip that piece of clothing. Changing it by hand looks like it'll be a pain, I'll probably knock something up in C# to do it easier if you can wait a day or two. <br
Okey someone please help, I did everything I was supposed I placed the logo in the logo file and it's in PNG format. I also edited the core logos XML file, but no matter what I do the logo's not appearing in the game pleas help, what I am doing wrong? Kingdom Crest 12 <Desc
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