Try to search for Scale and Shrink attributes in the files, one of them might help (didn't look at these much so can't be more specific).
Raledon
Heavenfall, after using your guide to check some stuff- First of all, thanks! But you should make a pass to make this a bit more coherent for earth-->metal. [quote] EarthMana EffectOnMetal"> EarthMana Metal <b
Looking at the xml, It's unclear- how do I connect city level-up to the city's special improvement? I see that CityHub1 turns to CityHub2, but in no place it writes for it to pull the 3 special buildings, and to transform to one of the specializing city types. Also, is it possible to "pull" the city's level for production? Or, to auto-upgrade a building with city-levelup?
I attempted to pull the Gold amount from our nice little accountant, and failed. I believe that only mana can be pulled in such a fashion, at this time. I think you can make a work around, though. Creating a hidden value, whos amount is based on the amount of gilder, and taking it. Heavenfall is way more proficient than I am at this, though, so him confirming it will be good.
allright. thanks for the fast help!
1) I am failing to find the XML location of the buildings. Which file contains it? 2) Is it possible to make buildings affect the player's production-per-population I set earlier in the game? 3) Is it possible to create new attack/resist types, or we have to make do with the 3 physical and 4 spell types we were given?
A slightly different approach: Create Zombie. Zombie starts by himself, and picks up to 9 pals. When 9th pal is feeling allright, Zombie cast split, thus killing himself, and creating Zombie and Zombie, each of them with 4 pals. Continue. (This is what you described) This can be done this way- Zombie is a unit that can grow up to 10 (the numbers can be changed however you want). Zombie raises a pal (see above) every time he kills. Every turn, Zombie res
Assuming you are using mana as the casting resource, instead of say gold, I think you might be able to use the tag that reduces mana cost. if you decide to increase the spell by 5 mana per level, and the spell cost 40 as base, if you reduce the cost reduction by 12.5%*lvl, you will get that accomplished. Which do begs the question if it works on other resources as well, or just mana.
Could also force pioneers to cast it, give it range of 0/1, and kill them. I'm interested in a slightly different approach for this, but similar.
Is it possible to make sure your sovereign can cast spells in combats he is not taking part in? If so, can there be changes to the effects? (such as less powerful, cost more mana, etc.) In one of the xmls i encountered the dynasty option. Is it just turned off, or dead from the game? Is it possible to "merge" a unit and a champion? I was thinking about doing this as a buff that gives stats based on number of units and their statistics. Thoughts? The Deathward spell res
Just wondering, can't you create a 3rd type of location between outpost and cities? Something along the lines of what was done by Frabulon .
Just an idea, and tell me if it works: Using CityCurse as a sub category instead of enchantment. Or, in general, write it as an offensive spell that targets your own city.
https://forums.elementalgame.com/436142 This stickied thread has some references to things you might be interested in.
First of all, I want to say that I approve of this mod, and will most likely use it if you ever make it. In the world of FE, the world is after a catacalysm after a "golden age". We can assume that the population is quite large in the wastelands, and the rumors of safe havens such as cities will attract people around the world. Just for reference, I was stationed in the Israeli side of the border with Egypt. At the time (a year ago), roughly every day a group of 40-60 immigran
Greetings Sean. Played your mod a little bit. I liked the new sovereign classes- choosing each of the different professions feel a lot better when they are all good. In this regard, the warlord's Sweep seems weak- it's only useful against 4 or more enemies, as prone stuns for one turn. I think that letting it cause some damage (say, 30% of attack+20% for knockdown) will be better. The governor path do not yield exp, as already been mentioned. The paths should,
Does FE support a global enchantment system? If it does, does the system also support the dispell and ability for other players to know about it? I guess this all can be done by trigger events, but can they be castable as spells? If yes, how? Another question regarding spells, is it possible to make the game roll the dices, and tell it what to do with the result? For example, I want the game to reduce the damage a unit receive by -100% to
The whole race balance is bad. Amarians, Wraiths and the Thartharians has no (as of 0.9) unique abilities, besides the small bonuses.
I see crazy map editor. Now we need YOU! Start modding now, and join the ! OK, trying to mimic uncle sam failed. But thanks for the map editor! Any news regarding a xml editor?
[quote who="cardinaldirection" reply="3" id="3251640"]I still can't figure out why multiple armies are even permitted on one tile?[/quote] The amount of units per battle is potentially limitless. For balance, Stardock limited the amount of units you can send at once into a battle. Given that, you could (with a help of a mod) make it so each army contain 90 units instead of the normal 4 you got at the start. If you notice, cities do not have the same limitation, and can gar
2) Long load time seem to be part of the crash, as the other computer loaded allright (roughly 2-3 second of delay). However, it seems that pressing Alt key during the cinematic pauses it. No idea if this is intended. 3) Enchanters talent allows the building of Scrying Pools. I do not know if this is intended, but it does not reflect in the description. 4) Enchanters talent should be changed to be a bit more readable. Separate each bonus to paragraphs. Currently it's a blo
This is a list I compiled on the go during the play. The approach is of a new user. 1) Installing (from scratch) the game takes a long time. It took a couple of minutes for the "extracting" window to appear, which made me think it didn't open properly, clicking it a couple of times more, only slowing the process further. Took quite a long time to extract and install the game, too. 2) FE takes so long to load at start-up that windows thinks the game has crashed. Hard to kno
Congrats!
Seanw, I agree it has to be a core concept. I believe Gazing gave the idea more as a general idea, rather than specifically for FE. If Kumquat is as strong as advertised (IE can make things from Baldur's gate to a FE level of game), they could allow people to use the engine, sell the games as indie-type games on steam (this is another perspective of modding!) using Stardock's libraries, and pay some royalties to Stardock (note- I have no idea what kind of costs go along with this).</p
One note- In the post I use Stardock as an example (instead of "the company"), since we are all familiar with the company, the game and everything. Legal issues could indeed be a problem, though in many cases, not. In your example of taking a story from a book, that's a common thing to do. How many worlds (Elemental included!) are based on "the great empire fell to a catacalysm some hundred years ago."? Elemental, Dragon Lance saga, just to name a couple. D
FE has improved a lot, and I am happy to see it going "gold". I fear, though, that it requires more polish. I will wait for Thursday's update to post a list of any issue I encounter. Lets hope that I'm just a worrisome person and the game is bigger success than we hoped for!