Raledon

Raledon

Joined Member # 2533764
25 Posts 149 Replies 439 Reputation

Black, from what I understand you wanted to balance the game around bigger armies. A few pointers- in most fantasy books, in order to take out a dragon, 1 of 3 options will come into play: 1) The whole village will band together to kill the dragon (usually because it attacks the village). The village usually ends in ruins, regardless of the dragon state. 2) The city sends a band of knights to kill the dragon. 3) Send adventurers to kill the dra

43 Replies 61,602 Views

Using Sean's idea, it's possible you could give them an ability that knocks them back, or some such, and make them use it using priority API to stay away.

7 Replies 4,397 Views

I am not entirely sure (didn't try), but I thought of this, too. Add two buildings- one add a global resource, say transportable food. The second requires the global resource to be built (could be possible via spell if it's impossible to give buildings a construction cost), and reduce the amount you have by 1. In a way, you could do this as a system for units, too. Units could require wages in this new resource (need to be tested! could be done as a trait, wors

11 Replies 4,774 Views

Greetings Kosiam! I am looking forward to check your mod later, as I am busy working on mine. A couple of notes, though: eMod tag is for mods that are "ready for use", meaning you believe they are good in shape for the public to test as a mod. eWIP is used for mods that are in "beta", not ready for public use, but can be viewed by people for comments and such. Both tags has the expectancy of continued work, so putting them together doesn't mean much. <a href="https

13 Replies 14,122 Views

I'm just wondering, since I didn't test it myself- Is it possible to add group size a set variables? So a group of 1 will have a=1, group of 4 will have a,b,c,d=1. Then, make the ability call a number of gamemodifier, each with the damage*N. If N=0, it has no effect. In practice we will have 8 (or according to max group size)- gamemodifier*a gamemodifier*b gamemodifier*c gamemodifier*d Each with the chance to hit, miss, c

96 Replies 314,978 Views

I didn't check it, but it might be possible. If you check the _effect abilities in corespells, you can see that it's possible to call a spell at the start of combat, and when being hit. While I doubt using tags that aren't there will work (just because they usually don't), it's worth testing and worth checking. (Do note, however, that chances are very very slim) I am not sure if this will work, but adding the <S

7 Replies 6,705 Views

I agree that FE needs a scripting language, in addition to the xml. We have 4 levels of modding- editors, xmls, scripting, and basic languages. Each take more work/knowledge, but can produce better results, with the basic language producing the game itself. While it's expected that 90% of the work will be invested in the editors and xmls, sometimes (due to bugs, or "bad" game design for the mod, unavailable ) a modder will need to bypass that, using the scripting. Looking ahead, F

96 Replies 314,978 Views

[quote who="NanakoAC" reply="52" id="3281852"]this is good news to hear. Though as they say, actions speak louder than words. i'll be waiting to see how things pan out in the longterm before making any commitment to modding. I'm disappointed in the relatively terrain-independant design of FE though. in civ you build improvements on tiles, and work the land around your city. Yet in FE it seems you only work the tile the city is placed on, and everything between that and the

96 Replies 314,978 Views

Umm that is interesting Heaven, thanks. One more question, if you might know, is if/how to add a line to help research a specific research? Something along the line of the current research trading, but pre-set by code to a specific one.

4 Replies 5,722 Views

I really have to agree with Jam3, after creating a creative work-around, or attempting to, having to load the game anew to test it every time coupled with the other problems mentioned can make modding a big headache, which is not very user friendly.

96 Replies 314,978 Views

The discovering/learning process when approaching the modding is "fine". While a document with instructions would be helpful, it's not required. It goes just as well for editors- quest editors and race editors, which we got, can be done in xml as well, just not as easily. The problem starts when a modder has a unique idea, and his only way to get it to work is hack the game to change it. If this happens once or twice, it's "fine". But when every modder in the community

96 Replies 314,978 Views

1) I am looking at the tech tree, and I found the attribute. It seem to go between 0-100, in % of getting the tech. I wish to make sure, is this correct? 2) Is it possible for the rarity to pick a set amount of spells from a list I made? I mean, I want to have 2 our of 10 possible techs open at the start of the game, no more, no less. With 20%, 2 techs are just the most likely result. 3) Categories- I assuming putting any of the 3 categories will put the

4 Replies 5,722 Views

Kongdej, the current problem for the modding community is the amount of hard coded and un-interactable objects in the game, as far as I can tell. I have attempted several things that, if told to a person would've made perfect sense, but because they were not set for the game it did not understand. The "make it easy for them" part is mostly regarding the quest editors and such, which are pretty nice, but to do anything new and unique at the moment requires a lot of hard work of pat

96 Replies 314,978 Views

While I find it a bit hard to understand the logic behind what you are trying to do, this is your mod ;). Here is an idea on how to solve your problem, in a way: Instead of damage bonus (or total) of (acc-dodge)*n, use acc as bonus damage and dodge as bonus armor. This means that the higher accuracy the unit have, the harder and more frequently it will hit, and the more dodge the unit have, the more armor it will have. The armor against the arrows can be added by 1 of

12 Replies 10,799 Views

As far as I can tell, you are attempting to pull dodge stat properly. Did you test if you managed to successfully to pull the dodge number? If not, it's quite possibly that, like many other stats, it's unpullable (the tag isn't working).

12 Replies 10,799 Views

1) You should add the [eInfo] tag at the start, as it seem more like a question than instructions. 2) A possible fix for this issue, is as follows: create 2 sets of weapons. The first is used by the player, the way you described. The second is a melee weapon, a copy of the bows, that adds the ability to shoot. This way, the AI (whos units are already built with this!) have the correct programming, since he has no reason to charge with the archers (I hope). 3)Regarding

37 Replies 29,341 Views

Request #11 Statistics pulling tags Problem: Currently, the only statistics I know for sure that can be pulled from the game is Player Mana. I would really like it if I could, in a similar manner pull all of the information from the game, from hidden values, Player resouces, global effects (such as taxes unrest), unit statistics (such as attack, defense, movement), and city statist

60 Replies 191,518 Views

Interesting. Regarding immobalize: Sadly, now that I look at it, I cannot seem to find it. The attribute is most likely HardCoded. What you could do, though, is give them -5 movement (so people won't give them a bit and start walking around with them), and start the fight with +7 movement buff, thus making sure it doesn't use the immobilize icons. Regarding cloth icons- I'm not really sure how this works, as I failed to find the actual icon

21 Replies 13,895 Views

This might be a dumb question, but regarding defenders, tried adding this upgrade/mod to the outpost? [quote] - Abbey adds a defender. 1 1 1

21 Replies 13,895 Views

I'm not entirely sure what you mean by socket, but regarding the immobilize icon: Create a copy-paste of immobilize (internal name immobilize2 or something) Remove everything that resemble graphics and effects. If it causes bad stuff, try giving it a 1pixed blank image.

21 Replies 13,895 Views

I didn't check the code for it, but you might be able to change the type of city your sovereign builds. In the cityimprovements file, you can change the city improvement path and such, so if sovereign creates CityHubCapital, which can be upgraded to CityHub2, and has a unique building that cost 0 labor, and gives 4- grain etc, the player will be able to, on the first turn, change his capital to a 4/4/2 or whatever city.

3 Replies 3,174 Views