Same as the others - no crashes after a clean install. I can't check just the "C:\ProgramData\Stardock\Elemental - Fallen Enchantress\Screens" deletion as as I had already uninstalled and reinstalled before seeing the notice.
Frabulon
I've had this in both games I've started. At first three times with Tarth before I discarded that game, then in a second game with Relias. First contact goes fine, but when I actually attempt to talk to someone--crash. http://dl.dropbox.com/u/68660820/FallenEnchantress0_90-2012-04-19T18-31-46-204.zip <a href="http://dl.dropbox.com/u/68660820/FallenEnchantress0_90-2012-04-19
I expect likelihood in ability options has the same ceiling sum as in the loot - but I have no idea how to check something like that. The flexibility and depth of the resource system is brilliant. By tying in production rules we can even have units moving around enabling certain sorts of improvements. By giving my Military Outpost an Outpost resource, and creating a FoodperOutpost rule, I can set it to create 10 food in the outpost. With Grain set to zero, the outpost can't level.
[quote who="Calnus" reply="21" id="3111076"]Awesome mod, have a few ideas. Allow cities to have more than one inbound grain or material allocation. I don't know if Fallen enchantress lets cities have more than one of the same building, but I guess you could simply have a series of allocation buildings. Increase the bonuses the reaver and builder towers give. That is, have them give one at all to the host city. Increase the bonus of King's Hand. Every o
I mostly pushed back, but sometimes modified or removed the early vanilla abilities. There are 12 powerful but rare abilities that will appear at level 2. I consider them 'background' traits. They are all rare (likelihood 2) because the game will still attempt to include them at later levels (5+). A tag would be nice. The level 3 Abilities (likelihood 10) try to shape character in other ways (journeyman). The +/- abilities tend to be modifications
The spacing is not on purpose, it just won't place it if its placement breaks the city distance rules. But you can place it in a desert or in other food deficient tiles which wouldn't otherwise support a city. I'm also not sure why local resources don't attach to this as if it was a city, as the game otherwise seems to think of the outpost as a city. I assume it's because the city has no production, but I'm not sure. Also, I would have liked to put a r
@ Heavenfall - ah, okay thanks. @ EviliroN - Born on the Battlefield seem overpowered? I want the level 2 level up choice to be worthy of story - this is why your champ has distinguished themselves. I want to force a choice between some pretty desirable, character defining stuff. BotB gives a pretty decent bonus to cutting attack, but champions level more slowly now, and units can be pretty deadly given that each unit's HP has been substantially increased, cities offer increased d
This is a Military Outpost, which looks and functions like a regular outpost. It has a ZOC of 2 and will send local resources to your nearest 'real' city. It's different because: - You need to have at least 2 Cities for each Military Outpost you construct. - It is built (via a spell) by a Champion with Path of the Governor. - It makes your other cities grow slightly more slowly (it counts against your faction prestige growth bonus). - You can garris
Heavenfall, I use a few production rules in the mod, but I'm not sure how I'd use one to create the function of unique capitals... I saw the CapitalCityHubType tag in the race config file and went what seemed to be to be the more obvious way. Would love to hear more about this use of production rules.
I don't think that would be possible. Race is different from faction, which is why you can have custom factions, but have to choose from one of the existing races. Capital type is specified in the race config file and when you create a custom faction you are stuck with the default capital type, which is just a regular city hub, same as all your other cities.
Instead of Pioneers, I was wondering about putting the unlocks as part of the Path of the Governor tree. It's a spell anyway, not a Settle or Outpost action, so creating the city doesn't necessarily consume the founder. And the ability to place unique cities could be an interesting perk for that path.
@Emperorjarin - Yes, with a custom faction you won't get a special capital. The game needs to know the name of your faction in order to assign it a unique capital hub. For future games you can assign your custom faction a capital by adding ONE of the following lines of code to your custom faction file. It's in MyGames/FallenEnchantress/Race. Add it after: and Before: &
Cool. Thanks for the positive feedback.
I really like the way outposts work presently. But specifically military outposts in which troops could be garrisoned and healed, and which spawned a defensive troop when attacked might be interesting if they were limited in number and had a reasonable trade off in cost/benefit. And that should be doable. Being a type of city, they would make all your cities grow more slowly, and if the outpost was the closest 'city' to a world resource, that resource would claim the outpost as its ho
Heavenfall's amazing work on the Rivermod inspired to me see if I could use a stamp to unlock and summon the Darkling cityhub type that Deorcnysse, in the Shroud Wildlands, uses. After some tinkering, it worked. This is the stamp: DisplayName DisplayName</Translate&
Looking great. I'm excited to see more character paths and the special abilities for the weapons.
And if you do crash with it, please don't submit those to SD.
This is a large mod which radically improves city development and specialization, as well as adding a variety of new abilities to champions on level up. I've tried to be creative, but not overpowering. My main goals were to make city building more intuitive and reactive to geography while increasing the amount of specialization and game play available. For Champs, level 2 now offers a dozen new abilities which tend to offer special abilities (think of the zodiac). Some of th
@ DSRaider to make an unrestpernumberofcities rule add this to all five levels of your city hub improvements: Resource NumberofCities <Value
@Kongdej - Yes, destroying the Herbalist and rebuilding it would net you another 1 of each of the ingredients, but would hamper your Reagent income, and potions take a lot more Reagents than special ingredients. Complex improvement mods are definitely susceptible to gaming through that sort of demolition trick. Better balance can be had by adding a severe demolition cost in the ElementalDefs file. The default is set to 0; I have mine set to 1000 gildar. That's a good deterrent. :)
This another modular element of the larger mod I'm working on. It allows you to break down various loot items into base ingredients. ie. Instead of selling your Skath Fins, Drake Teeth, Mushrooms, Tilda Herbs, Spider Silk and Demon Horns, you craft them into things you can make. With this mod (and the Alchemy ability it introduces) you can make these ingredients with Reagents to craft the following potions. Demon Horn - Brews a Dark Concoction potion Drake Teeth -
The Lord's Manor can only be built in a normal city. It will remove 1 grain and 1 material from the city in which it is built , weakening, or perhaps even devastating the growth and productivity of that city. However it also creates 1 Peasant and 1 Laborer, which will appear as stored global resources. The Lord's Manor unlocks the grain and material allocation buildings. These have a construction cost of 1 Peasant (grain) or 1 Laborer (materials), and can be built in any of your citie
This is a portion of a larger city variation mod I've been developing. The purpose of this mod is to allow you to build certain manor buildings and lords which reduce the grain and material in the cities where you build them, and unlock ways for you to allocate that grain and material to other cities which you would like to enhance. Several new buildings and resources make this possible. THE LORD'S MANOR (requires lvl 2 city, requires agriculture) has many effects.
I was trying to make good use of those tags, but was more interested in having my buildings be dependent on the local resources than on what I had already decided to build. I had put a local Specialization resource in the city hub, and then created a few different level one buildings that would greatly shape the effect of the city, and each had the specialization resource as part of the construction cost. Then I had a variety of buildings that could only be built where there was say,
Fantastic. Thanks for this. I just set up a GrowthperFood rule that increases city growth by 1 for every 50 excess food. Works beautifully.