Any mod that alters the code in the game directory is said to be modding the core files. All mods belong in the user directory. But since there are some major mod bugs, we have been forced to mod the core files to get things to work. Now that the game is going to be released, the devs will fix those bugs and we can rely on the mod folder for everything.
seanw3
That's because they were made for PC and Skyrim was made for console. Porting over console UI should have given their metascore a 70. The Metascore is illogical and corrupt. There will be many reviewers that give the game extra points for the narrative of FE's development and other reviews that take away points just because it has the same name in front of it as WoM. Just as Skyrim got +20 points for the quality of the last few games that had the same name. Does anyone wonder
Thanks Hf, that should work. Now the only problem is getting the vanilla heroes to use my paths. Maybe I could alter the spawn ratings for all the vanilla heroes, so they won't spawn from the goodiehuts? Then I could add in the custom copies that use my path mod.
It's a delicate thing. I am breaking up my balance mod into content mods. I want to be able to have the file in the mods directory prevent all vanilla unit traits from showing up in the leveling popup. It needs to work on Stormworld too.
I have always been a proponent of stronger units from camps, but the devs seem to want them to be weak. That is fine as long as they don't cost anything. If we have to pay, I want real bows, armor, swords, abilities.
I am trying to take vanilla traits out of the game, without modding the core files.
It should, yeah.
New question. How would I go about making some XML that negates or disables unit_level type traits? Could I mod the likelihood to be -1?
This is a problem. Kingdom factions hate it when other kingdoms declare war on each other. Thus it should not be an option in diplomacy, unless the faction you are dealing with is already at war with them. In that case, the bonus to relations from being at war with the same faction needs to be greater than the penalties for declaring war on a fellow kingdom.
You have to start a new game to see changes.
me·lee 1 [ mey -ley , mey- ley , mel -ey ]<
That fixes the wages for that unit. If that be the case, this is deliberate. But why is it 4.5 gildar per turn then? It should be 6 for a party or 2, if it is not per troop.
It's such an interesting game concept. I have plans to encourage mages to bring along their familiars on quests for special choices to solve problems.
[quote who="parrottmath" reply="9" id="3254669"]Can you get the AI to use this?[/quote] Yes. I just make it think it is a really powerful enchantment.
In a binary war, any loss to your enemy is a sufficient bonus to your side. But lately wars have be in groups, where killing off one major army and Sov does not provide sufficient time to regroup and take the offensive. Given that, I would like to see more Gildar and XP from faction battles. But not as much as from monsters of course.
CoreMonsterUnitTypes.xml Most every unit has this: 0 It's a simple Boolean value. For some reason these two weakling units and the underpowered Knights of Isuck are missing it. I think they solved an issue with one thing that made the game start checking for wage costs for monsters.
[quote who="Bellack" reply="35" id="3254011"]So what did you add to it?[/quote] Keeping in mind that my version has higher overall numbers: Familiar: 100Hp 50 Air Dodge +3 Spell Mastery per level, starts at 55 Spell Mastery instead of 65 +2 Moves 12 Cutting attack 12 Defense Cost: 120 Mana, -5Hp
Ya, it's on the table for the expansion, but no fix for FE.
500 mana or 1000 gildar to remove all injuries is the best I could do modding wise. My next attempt will be a larger selection of injuries that do less harm. So getting the big ones will be less likely at least.
No, this is a bug. The "haswages =0" tag got removed in the latest updates.
I want the same thing we have in tactical on the main strategic screen with a hotkey to toggle it on and off. There are at least 5 spells I use all the time that need to be easy to get to.
Well you have to run a full game to test quests. I generally play in windowed mode with Hulu and Notepad++ on the screen too.
I encourage you to think that way when we inevitably meet in multiplayer matches. [e digicons]:grin:[/e]
Could one make a favorites list of strategic spells to make enchantments easier? Is that something you would be interested in doing, Hf?
I plan on making one of my mods add a scenario level story to the sandbox. It will likely be smaller, but give a non-linear quest line that advances your nation as you play the game. It's so nice that the questing system lets the AI go on quests like this as well. Looking forward to the campaign. Give them hell on release.