Custom-placement only Quest? not sure what you mean by this... The spawn rating is an indicator on how difficult the quest is, and thus during creation of the game, it also tells the game to place this quest with the class with these spawn ratings.
parrottmath
Actually there are two quest of the same feel and type. Similar to Rats in the Inn. You can get a quest where instead of a fight you learn a spell. It is set up so you really don't know which option you will have until it is too late to change anything.
[quote who="dsjdsj" reply="365" id="3393964"]Is there any way to keep certain champions off-limits to the ai? (Like the 0 tag, but for champions) [/quote] I do not think such a tag exists. You can set-up a quest that the AI cannot go on, and gives you the champion you specify. Other than that I believe the code for the AI champion selection is hard-coded.
I tried editing the slavers quest, and as I remember I had difficulty changing the quest without modifying the core files themselves.
Are you sure one can overwrite quest based events as you suggest? My experiments on the matter have proven unsuccessful.
Now, when you are designing units if you choose upgrade to the best equipment button (the up arrow icon), your troop will upgrade those items along that path. But you will have to choose the Armor Proficiency (which is available at the beginning of the game). I do understand the pain of not having the ability to customize the troops on the field, but that is what the advantage of champions and henchmen.
You can design new early game units with the traits you specify. Then the trade off comes at is it really worth that extra 30-60 production early game when you are creating 3 production, to have the traits you need for late game units. There is always a trade off and that is where the customization comes into play. Although, I find that high level early units are very good units, even with the disadvantages you bring up. Their health and weapons upgrade quite well. There are also
If you are going through the code, then you also have HenchmanMale This is the tag that allows them to use specific abilities and items designated for HenchmanMale
The creature type must be twisted. So Juggernauts although are part of the trogs, they are actually twisted.
No... only by the traits that person may have... for example if they have life adept, earth adept and such. Or if they have the ability bard or cook. But beyond that there is no other indication.
If the people you recruit are from a quest, then they are champions and not henchmen. (Unless you are using my female henchman mod, then you can get a quest to recruit a henchman)
I wonder if it is with the AI priority set to -1, here is a possible fix to see if this will correct your problem. Of course, it may be difficult to see if it is actually fixed. https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/Abilities/ineluctablevisionfix.zip All I did was change the to 0 from -1. You only need to drop th
I don't think they changed the radius. The radius as specified for spawning of monsters is an at most condition. So the cat will spawn at most 24 tiles away from the center of the event.
Assassin's blade, you must have the blade in your inventory (not equipped) and go to the start of the quest. The dragon eyes, I believe you need to find 3 dragon statues. One of them gives you a quest to return eyes to it, and that is what one does with those eyes.
Although I never tried this method, there are level milestones defined in the file. You may be able to use that aspect to give an automatic bonus at a particular level. Set the movement stat to increase at level 5. Let me know if that method works.
When you removed the stamps, did you also edit the wildlands.xml file? Try commenting out the wildlands that you don't want instead of deleting the stamps.
I think you correct about the calculate tags. I haven't seen the calculate work outside of spells or the You could try surrounding your calculate stuff and see if it works out for you, but I wouldn't expect it would work.
No... it is a very rare occurance. I've seen it only once in all of my gameplays. Similar to the flooded graveyard, but I've seen the graveyard more often.
Fixed the link problem above. Thanks.
Thanks, I fixed a couple of typos. Should work now.
Of course no one is mentioning the fact that if you cast it then the AI can see the entire map as well. Not so much of a deal on the higher level AI's, but for low level (normal, challenging) they finally get to see everything as well. (Or I could be entirely wrong depending on the programming)
Those would be nice additions :)
https://support.steampowered.com/kb_article.php?ref=8963-EIKC-3767 Here is a faq that will answer quite a few of the question you may have lingering. If you log into steam and a second user logs into steam, it disconnects the first user and vice versa. They suspect they do not do what you suggest because of the large number of problems that arise with general internet connections throughout. The faq direc
You should already be downloading the 1.3 version, so after the initial download no other downloads should be necessary until they update to a newer version. steam will also keep the game up to date unless you tell it otherwise.
If you want all 11 you probably need to create your own map.