[quote who="James009D" reply="18" id="2786299"]No CTDs. Good mod. Just tried V4 and it seems to be working great. This is an excellent mod. One thing I'm noticing (which is probably not even related) is a lot of bald people in my games being randomly generated.[/quote] James, can you list which units are generated bald, because I'm not seeing it?
Aexrael
The important question remains, how does the AI deal with the changes, if it does so at all?
So, yeah, this is hardcoded for anyone wondering.
Frogboy? Anyone? Limitations of the current AI in the way that it can't seek out an NPC on it's own? Legacy system? What gives?
To elaborate on Heavenfall's reply, remove the Torso tag, that way you can wear shirts with the corset.
I don't think the monsters have access to the regular humanoid poses. I messed with this briefly a while back. [eTUT] Monster Sovereigns
[quote who="GunslingerBara" reply="3" id="2782144"] Quoting Novaburst, reply 2Android support wru! Apple products is yesterdays news. Do you have issues posting with Android? Can you explain the problem? Bara[/quote] Truth be told, I was just on your case, it seems it's always a focus on the iOS these days, never the Android OS :) But that said! I just tried using my HTC Desire running 2.2, and I couldn't actually get a keyboard to show up when
Android support wru! Apple products is yesterdays news.
Presenting the first release in a series of items for Channeler's. The first release simply adds two new items to the city shops and adjusts the Healing Nectar. The first item is a counter to the health restoring pork and restores 5 Essence, and the other is a counter to the Nectar which restores 13 Essence. The Nectar now also heals for 13 HP. Download <a href="http://dl.dropbox.com/u/3530781/Elem
The logical answer is that they were meant for Campaign only, and not for sandbox.
Click the Kingdom/Empire button, in the bottom left corner. It shows the World levels for Quest locations, Notable locations, as well as NPCs. Along side your own levels. As the different factions research the techs, the world level increases.
Personally I'd like GUI tools that eventually encompasses everything, custom NPC unit design, quest design, item design and so forth so we don't have to get dirty in the XML files. But in the short term I'd like a way to restrict items based on certain criteria, such as the unit must have X strength or similar prerequisites. Cari mentioned this might be possible already, but I'm not seeing it in the XML, it's at least not obvious enough how to set it up.
May I suggest this mod as an alternative until SD fixes the baldness issue, [eMOD] v4 More customization options for Sov/Units you can even only use the two files CoreRobesDresses and CoreCloaksCoats if you don't want all the other changes. It removes the Hooded Cloaks/Robes from random unit generation (children included). But the mod it self adds many more customization options for unit and sovereigns.
Potential candidate for the Merchant building. Download: Dropbox
Another idea is to change Caravans to provide gold instead of food. This is one way, or the way, that the AI is spamming cities in post 1.08.
Hopefully it's something they are working on, cause it's annoying.
Have anyone dabbled with items that have requirements to wear? Like say Essence, or hell any other stat? Haven't seen any tags in the xml for this.
If you're using a custom faction, make sure you're spreading death terrain, and not some other terrain type.
Reference: Youtube Pulp Fiction Consistency mofo, do you speak know it? Or do you live in the city of what? Mana, Essence, Fallen, Kingdom, Kingdoms, Empires, Forward Slash, Backslash ect. [code="xml"] KingdomFemale <Support
[quote who="EviliroN" reply="54" id="2780096"]This is the problem i foresee about setting ZOC to 0. I've already had instances where these types of instances were very near an enemy's ZOC and they swallowed up close to all. Had I not had a NAP or Alliance or was at war, then I would be screwed out of completing the quest if the instance had no ZOC. What is the argument for eliminating it?[/quote] The reason th
[quote who="p22" reply="51" id="2780023"]Hmm... don't all those quests with ZOC have spawned army (may be wrong?). Maybe, just maybe ZOC was there to prevent AI from botching your quest accidentally, by taking out those armies.[/quote] Most of them only have spawns in the instance/TacCom.
The problem is their Zone of Control/Influence radius, it's obviously not intended, and it doesn't break the quests setting the radius to 0, I tested it.
Here's a couple items for your mod if you are interested. File: CoreGoodieHuts.xml LostHorse TerrorizedWorkshop Artifact_Dark_Spire WitchHut TerrorizedVillage They all have the following tags XXXXXXXXX X.X X Notably the
Version 4 released, fixes some considerable restrictions I messed up in previous version.
Seems like it's better off that way gravedancer, you make a choice. Do you want a more spell casting focused sovereign to start with, or do develop your sovereign in that way over the course of levels. That said, two first levels are very easy to gain as a sovereign, it drastically slows down there after.