No views? *bump*
Bobby Hardenbrook
I updated to 1.1 several days ago and the game had been stable. I started a game on a large map with a lot of factions, and once I got into the mid game I began experiencing a crash where it freezes, my speakers emit a loud grating noise, a BSOD gets displayed and then my computer automaticly reboots. This has been happening about once an hour or so, and has happened during gameplay but also when I was just sitting in the main menu. <span style="font-size: 6.9
Now that you mention it, I think I did have the undead mod installed when I started the game where I am seeing the "no armor available" issue. So maybe it was a conflict with that mod. Since I wiped all mods and re-installed Expanded Factions I haven't seen the issue occur again.
No other mods running, cleared everything out before I re-added the Expanded Factions mod. I'll try starting some new games with the mod in place and see if the same issue occurs if I play as a vanilla faction. I suppose its possible I have run into some obscure bug with the game, or a problem with my save game file, etc. I'll let you know if the problem with the armor is repeatable.
Here is the custom faction xml file.... [code="xml"] DisplayName, ShortName, Capital, Description, UnitSkinColor, UnitHairColor, UnitClothColor, BuildingPrimaryColor, BuildingSecondaryColor, BuildingRoofColor, BuildingStyle, UnitStyle, WorkerName <
Been using this mod successfully and loving it for the most part. However, one thing I noticed is that if I use the mod but choose to play as my own custom faction, I can not make any use of armor after researching the appropriate armor techs. In the shop and when designing units, I can see shields but not any of the other armor types. If I play as one of the expanded factions then the armor is all there as normal. I tried removing all mods from my machin
Ah, thanks for the reply!
Couple of questions/issues relating to enchantments.... -- is there a way to select a specific unit within a stack to enchant? I keep having to move an individual unit into a neighboring square in order to enchant it, which is a major pain point. This is probably my biggest single complaint about the game right now. If there is some way to do this already then I haven't discovered it yet. -- are there plans to add visual feedback for enchantm
Did Stardock ever comment on this idea? I think persistent visual feedback for enchantments on cities and units would add a lot to the game. Both for flavor(it would look cool) and for practical purposes. (easier to see at a glance what is enchanted if there is some kind of visual feedback) Even just a bit of glow around enchanted units would be neat, maybe just a different color of glow depending on the type of enchantment, like in MOM. Same for cities.
It looks like that alpha wolf quest just spawns a goodiehut that has an encounter with a alpha wolf unit inside it, but it doesn't actually spawn an alpha wolf unit to the map. I'll check it again tonight, maybe I am wrong.
This has totally stalled my quest mod efforts, since all my ideas revolve around getting units to spawn to the map and I can't figure it out ;(
I tried what you are saying, using the modtype of 'map' and then the 'summonunit' attribute, couldn't get it to work at all. Its probably just some syntax I am screwing up or something, I wish Frogboy would post an example of this being done.
Agreed. I've started working on quest modding, with the intention of eventually doing a pack of quests and also big quests that are effectively mini-campaigns. I've hit a wall though that has stopped my progress, and that is that I cannot figure out how to spawn a unit from a quest condition or result and that is central to most of my quest ideas. I'm waiting for someone to figure out how to do this and give an example in the XML, I pounded by head against the wall for hours tr
Hey Frogboy, how can I have have a quest choice or objective result in spawning a unit on the map? I can use gamemodifier to create a goodiehut, or summonunit to do a standard summon that adds a unit to your stack, but I don't see a straightforward "PlaceUnit" type element within gamemodifier. And the 'encounter' thing seems to always just produce a tactical battle. I was able to kind of fake it by spawning a goodiehut that looks like a unit, and then use th
Well I tried all the ideas suggested in this thread and nothing seems to work. The encounter tag only produces tactical battles, it doesn't result in spawning a unit on the map. (unless that unit wins the encounter, then it remains on the map) I can get it to spawn a goodiehut that has an icon that looks like a unit, and then have that goodiehut create an encounter if you move on it. But that goodiehut itself can't move, so its just simulating a unit that is frozen in place. &
hmm, you may be right. I'll try it out tonight after work. Thanks! If you are correct, then this would allow for having quest results spawn monsters, and also creating lairs in general
hmm, that still might not achieve what I am aiming for then, since that unit would just be sitting there inside the goodiehut until it gets encountered. I want the unit to spawn on the map and then wander within a specified radius, without needing the tactical encounter. This would also allow us to create lairs.
Also you'd need to limit the dungeon encounter to only allow heroes or sovereigns inside.
Yep, I've already created quests that spawn tactical battle encounters. And I had the thought that by creating a custom tactical map, you could have a dungeon. Bam. Of course right now theres no art assets for that so it would be a huge task. Plus, creating monsters and treasure and triggers inside the custom tactical map would be a daunting task - you could proably do it by having quests nested inside tactical map, and wandering monsters in there, etc, if thats even possible r
I'll check that out tonight, thanks! I guess I should have looked harder at some of those base game quests. If I can do this then it makes a whole class of quests possible, where monsters get unleashed if you fail the quest objectives or make the wrong choice. You could then link these together into whole little mini-campaigns.
Good idea about the outposts. And maybe outposts could become fortresses as you upgrade their walls and create a keep?
I think that just results in an encounter being created, where the player is taken to the tactical map and fights that group of brigands. Then if the brigands win they stay on the map and will wonder within the wandering radius. What I want to do is spawn the units onto the map without the tactical battle encounter happening. It's probably something simple that I am missing.
Was afraid of that ;( Guess I'll wait and see if Frogboy answers this in his next quest modding dev post
Hey Heavenfall, do you know the GameModifier mod type and attribute to place a unit on the map? I've been struggling to figure this out for hours now. I assume it would look something like this but hours of experimentation and I can't find the right attributes... Map PlaceUnit Darkling</StrVal>
Would that be used within the summon attribute? Not sure about the context for those xml tags Sean. I'm hoping Frogboy's quest mod dev forum posts will answer my questions.