Binding uses a special altar, so only you will probably crash it. I'll take a a look at it and add it to the next update. Thanks for the heads up. [Edit] I looked it up and I apparently edited out the young version of the spawn. So it will crash each time a young burning wraith is summoned.
seanw3
Oh yeah, I was going to do a rebalance of her crown to have a more magical build. Anyone have some ideas for what a headband can do for mages?
I think we need a larger community for something like that. The game is going to grow slowly in player numbers over the next year. Maybe in six months we should look at something like this. Until then, the threads in the mod forum will have to suffice.
There must be some hardcode doing the swapping. Put it in the mod requests thread so the devs can see it.
There are some bugs with modding certain files. The only way to be sure is to backup the files in the game folder and then replace them with your modded ones. No need to quit playing. [e digicons]:grin:[/e]
There was this nice little tech tree viewer for GalCiv2. It was made for the game by a modder of the before time. Maybe he will play this game and make a version for us? It was really a simple program. If someone could find the mod on i-mod and get the source code, this could be a reality.
Put your files into a text compare to make sure I am not missing anything. They should be working. Are you running in admin? Maybe it was reading the old files? If not, I am saying it is hardcoded. I really hope not though. Perhaps the tower of dominion swap will work.
Any chance I could convince you to take a look at AI grouping? The faction AI is just not putting the max units into an army. Ever. It makes difficulty a relative thing indeed.
I upped the power of here blood. It makes her weak early on, but if you focus on getting shards, her faction can be quite competent. Basically you get +Hp from shards instead of level. This allows you to prioritize on towns and conclaves without going after fortresses. A very interesting faction difference. Plays like a different game.
[quote who="C0LDsteel" reply="6" id="3262445"]Overall, I'm pretty disappointed with the modding tools in their current state. I hope the situtation improves. If it doesn't then the FE modding future doesn't look so good.[/quote] Yes, people who are not already skilled might have some trouble. But what exactly were you expecting mod tool wise?
One thing that occurs to me is that you might want to just have the city swap to a capital type on turn one. You could make the Tower of Dominion contain the game modifier that swaps cityhubs. I am starting to think though, that this little swapping mechanism is hardcoded. There is no difference between your cityhub and the vanilla. I will take another look though. Maybe try it this way once to see if it works?
If you look back through the mod forums, you'll find plenty of hilarious times I did stuff like that. Good thing no one was reading them but Hf.
This is starting to remind me of the good old days when you guys did all that optimizing for GalCiv2. Better times were never had.
Sure. Start by reading the installation link I have at the top. Basically you should think of it as taking the old rules out of the game and adding new ones. The game folder has a series of files. You need to make a copy of the folder called English and put it somewhere safe that is not in the game folder. I usually set up a Backups folder in my user directory. Once those are saved, we can put my files in. The installation link shows you how to do this. Basically, you just take the folder I p
You need an improvement called Capital. Notice the string for your ability is "Capital," but you have not made and improvement named that. See that Conclave does the same thing, but Conclave is then unlocked in the city.
I am glad you enjoy it. The mod is great in the areas I have perfected but some stuff needs more time. In general the whole city growth balance is not that good. I am working on some changes that address the rampant prestige levels. You just get too much of it, making total food the biggest concern for city leveling. I want growth to do that. This mod's games usually last about 1000+ turns for me. I would like level 5 cities to take much longer so that it means more. I may also add a 6th
I would say using Ecomental map maker is your best bet. I have actually been getting repeating crashes from my custom maps. They also use custom lairs and such that would probably not go over too well. Hopefully someone releases a stamp pack soon. I would do one, but my time is used elsewhere.
Send me your whole abilities file and your whole improvement file.
[e digicons]:rofl:[/e]
This particular file can be added with no problems. That is generally not the case. Make a copy of your vanilla CoreAIDefs and save it somewhere safe. Then take the file I made and replace the one in the game folder. I would take every little gem and turn it into a separate mod, but then I would have to manage like 30 mod projects and combinations thereof. If anyone is mod savvy and wants to cut out parts of my mod, they can release it with my blessing. If you think you
2/4/0. Build some light troops and take over the nearest enemy capital. The AI capitals get bonuses to tile yields.
[quote who="athelasloraiel" reply="43" id="3262121"]Game needs 64 bit [/quote] Wow! They must have seen this and gone back in time to add it.
You can make one quest that has different loot for each faction.
Character points are defined in ElementalDefs. Search for sovcustomizationpoints or something close to it. Professions are one per Sov, unless you separate them in the CoreAbilities file. They are currently all in one ability. You would just need to make each one have its own abilitybonus tags. That file also has all the hero traits. Mod them to do per level stuff if you wish.
Or make an easy starting quest that give the items you seek. Then set it to force spawn at starting location.