nanogasm

nanogasm

Joined Member # 2446703
3 Posts 19 Replies 125 Reputation

Love the diplomacy updates. As I play through, thought I'd suggest a tweak in the Foreign Relations screen. The one where you can view the other factions. Might be interesting for the info under Leader Details, Vitals and Resources to be earned, not given. Perhaps a researchable tech gives you the intel? I think it was a HoMM game that had a Thieves Guild feature which did something similar in regards to accessing the military intelligence of your opponents. The same migh

137 Replies 247,052 Views

Thanks. Very helpful link. Since the thread started over a year ago, me thinks this isn't something on the soon-to-be-fixed radar.

844 Replies 1,923,903 Views

Hi, a very basic question which I can't find info on via search.. When I create .xml files in my mod folder, it adds the changes instead of replacing them. For example, if I mod Discipline to provide +5 accuracy per level (instead of the default +1) when I boot up the game I see the new +5 per level description, but it still lists the old +1 accuracy per level as well. How do I get it to ignore the core file?

844 Replies 1,923,903 Views

Thanks parrottmath - this helped me track down the problem. There is actually an error in the original scripting by Stardock. In the TerrainType.xml file, under fertile land - here is a cut and paste of the problem area, and I've bolded the specific part which is incorrect: Plains 60</Max

13 Replies 8,268 Views
Reply to N/A in FE Multiplayer

Agreed with Primal_Savage. I've noticed this too. Each play session is a different item, but I get multiple copies of it to the point where something doesn't feel right about the randomizer.

40 Replies 83,787 Views

There appears to be another kind of plains tile that isn't in the TerrainTypes.xml. Because I've modded everything to have reduced movement cost, but there are still some plains tiles which have the original cost. At first I thought they were the tiles around cities ZOC, but they are elsewhere too. Weird. So some Plains say 2x movement cost, which are the modded ones. Then there are others which say 1x movement cost. They aren't as common, but they're around.</

13 Replies 8,268 Views

Sure, here is a DL link to the .xml file that you put in the mods folder. http://depositfiles.com/files/klr8r55j5 I couldn't find the terrain that is around the cities ZOC, so these tiles have unmodded movement costs. If you know where that string is located, let me know.

13 Replies 8,268 Views

I kinda found a work around.. As road movement speed is hard-coded, and cannot be modded, I decided to reduce the movement cost of everything else. Using the TerrainTypes .xml file. (Everything but swamp tiles, these I kept as is because to me they should be very hard to traverse through). Though I wasn't originally intending on speeding up movement in the game overall, it actually feels good imo. I like how I can traverse plain-tiles 4 at a time instead of 2. And

13 Replies 8,268 Views

There's lots of little things I'd like, but there are 2 big requests I'd love to see: - Would love the option to scale the UI. I have to reduce my desktop res down to 1680x1050 to be able to read the text comfortably. But that kills the crispness. - Another gripe I have is how the game handles units that move long distances. Currently, if you select a party to travel a long distance the camera ignores them until they get to their destination. This could be improved

63 Replies 55,356 Views

Thanks! I see this reduces movement around the ZOC of Outposts. Which helps. Is there a way to reduce the movement speed of roads regardless of outposts? I'd like to drop the 4x base modifier to 2x.

13 Replies 8,268 Views

Thanks Primal_Savage! I'm trying to understand how to apply it though. Sorry, I'm new to modding FE. I understand there is XML code, and I think I understand how that works. Create a new XML file and put it in the mod folder, where the new code overrides the regular code. But I'm not clear on how to apply the string you referenced. You say To Outposts. Can you expand a bit on this?

13 Replies 8,268 Views

[quote who="Borg999" reply="38" id="3396212"] For those of you who said you're don't think the Loot pack DLC is worth it, but bought it to support SD... How low would you go, before you would make the decision not to purchase a loot DLC? [/quote] Hard to say. I do hear you though. I am a strong advocate of voting with my wallet. For me, it depends mostly on the publisher. I've never, nor will ever, support DLC, pre-re

42 Replies 113,477 Views

Trying to find the file to do this.. I haven't done any modding yet for LH, so I've only gleemed over some of the files. I see one called TerrainTypes, and it has movement costs listed for terrain, but it seems to have every terrain type.. except roads.. I also see a file called RoadLevelDefs , but this doesn't list any movement cost variables.. I'd like to slow movement down on roads a notch. I find it feels wrong the way it is, where

13 Replies 8,268 Views

The loot pack is light on content. I'm a bit surprised there isn't more stuff for the price point. Not that 5 bones is expensive, but comparatively to what 5 bones gets you in the digital gaming sector, this DLC just doesn't pull its weight. I do like what is in it though - except for the gag stuff. Mixing immersion and non-immersion stuff is rarely a good idea. Having an exclusive gag DLC would probably be a better way to go in the future. I'm ok with the Bl

42 Replies 113,477 Views

Thanks for the info. That link you shared was a great read. So refreshing to see a dev team act with transparency on their vision.

3 Replies 8,022 Views

With respect to diplomacy, you get a +1 influence if you have a treaty established with a faction. However, if the faction that you have a treaty with is at war with another faction (lets say Altar), there is no penalty between you and Altar. Altar should be miffed that I have a treaty on the go with a faction they are at war with. There should be at least a -1 influence hit. But currently, Altar is indifferent to it. I'm still a bit new at the game, so maybe these penalti

3 Replies 8,022 Views

Are there plans to push through some changes in the way combat feels ? The animations are way too fast and jerky (I've got it set to normal in options). Camera angles are restrictive (can't move past edges at all or get a cool eye level angle). When I hover my cursor over a unit to attack a giant nameplate appears right on top of it meaning I don't get to see the cool attack animation. (make the info r-click enabled). Terrain seems like it c

12 Replies 6,966 Views

No one above has mentioned Disciples - I don't recommend the recent 3rd installment, it betrays the series. More RPG-like versus tactical. However, you can pick up Disciples 2 with several expansions bundled for under $20. It doesn't have the depth of MoM, Dominions, AoW:SM, etc.. However, it holds some great play imo, and is quick moving yet tactical. And it probably has the best art design and ambience of any strategy game I've played. Has a dark gothic feel. Very immersive and scores

276 Replies 675,958 Views

That UI does look cool. I never played beta, but I'm guessing tactical played differently back then. The way it is now - if a unit has 3 actions in a combat round, you can choose to use those actions all at once or use them one at a time while juggling through your party. In otherwords, move unit A one square, click on another unit and move it, and then go back to the original unit to issue a command, etc.. Having an initiative bar doesn't seem like it could accomodate t

11 Replies 9,701 Views

Agree with the OP. Thank you Stardock, this game is a true masterpiece to be. Yes, the game is buggy (got worse in 1.06 for me, never crashed before but now frequent). Yes, the AI needs sharpening. Yes, there are quirks and some things that could use more explanation. But that's ok. I bought this game knowing these things. Why? Because I support developers like you. It is important for us hardcore strategy fans to encourage projects of this scope. Big box developers won't both

12 Replies 10,957 Views