[quote who="tjashen" reply="163" id="3378053"]Hey Parrotmath, Heavenfall, etc. I just spent about a day troubleshooting a quest. I had made a simple change (from a turn activation to a resource level activation). The quest would run fine, up to the point where the game would post your rewards, and then the game would crash. In this case, I was using Research as my trigger, but I also tried Fame briefly. I haven't tried Fame since 'finishing'
parrottmath
[quote who="LightofAbraxas" reply="164" id="3378054"]Hello all! Quick question- I haven't been able to find where in the XML is the code that transforms Life Shards to Death and vice versa. Does anyone know where this is? Thanks! EDIT: Also, wasn't there some way to mess with the allegiance tag ("None", maybe?) to disable some buildings/techs completely? [/quote] The xml that controls whether you have death or life shards is under CoreEnvironme
(Magnar's people) Quendar are the blood elves of the game. Just not your prototypical elves.
Did you forget to change this Watchtower Watchtowers provide a Catapult for city defense all units trained here start with the Charge trait (+1 Move and +2 Attack for the first action in combat). &
[quote who="NaytchSG" reply="2" id="3378021"]Nice! Could you make it where the spiders can web/beguile and then move in the same turn? That would make them pretty scary! [/quote] I would like to see the move then spell with the AI, but that is not in my ability to add to the game. That is something that Stardock would have to change, but I'm not sure they are going to add it, since that would probably be a lot of work on their part.
Why not reduce the numbers in the CoreUnitGroupingType.xml and see if that will reduce the numbers to 2 soldiers. Note that the units that start with the sovereign are summoned separately and have their numbers fixed under the coreunits.xml where the sovereigns are located.
[quote who="Victor5" reply="116" id="3377824"]Yes, I'm using some of the CoS files that hide vanilla sovereigns. Both it is then. And judging from what you said, I take it Armored Militia doesn't affect custom factions (without further editing it)? Or am I reading too much into things as usual... Regardless, thank you. [/quote] The custom factions copy over the race type militia so... I think that the militia should still be
I agree the units attack ranged units seems silly. I'm also excited that Stardock has fixed much of the AI tags and it allowed me to successfully test out this little change to the beguile spell. This should tell the spiders not to attack ranged units and still maintain the same AI tag of beguiling units with more than 10 HP. I wonder if this will fix the problem htt
The code looks correct, are you sure you didn't get the research? The only error I see with the code is that 2 but there is no ObjectiveID 2, and so really it should be 1
For the CoS you do need to install both versions, if you are using vanilla sovereigns and races. The recent change was an error I had only with the vanilla races. I know with stormworld allows you not to play the vanilla races if you don't want them.
There is always going to be 1 file that will be a "corrupt" file. Basically the game grabs all the xml and creates a new file for the program to read quicker than reading through the individual xml, so this is probably the corrupt file you are finding. Hopefully the devs figure out why the game is crashing for you.
I went through the unit files and found all the AI units that do not have weapons. (You have noted and fixed the peace keeper already) Unit_Amarian_AI8 - Sons of the Edge Unit_Defender_Altarian_AI2 - Peace Keeper Unit_Defender_Amarian_AI2 - Guardian Unit_Defender_Tarth_AI2 - Redoubter Unit_Heavy_Trog_AI - Pain Monger Unit_Magic_Light_Altarian_AI2 - Savior of Athica Unit_Magic_Medium_Trog_AI3 - Intimidator Unit_Medium_Altarian_AI5 - Athican Soldi
Looks like they are missing weapons in the equipment section :) A necessary fix to be sure.
The ability is working fine in the display screen. These abilities do not show up as round circles but as text above the unit. When you select Prociponee you see the top say "Summoner". That is the ability chosen in the champion history. Start a game with them and see if they have the summoner ability (which they will). You can also go into the screen and select the summoner ability and it shows up on the custom unit as well. For completeness, the champion history items shouldn't
You need to place all graphics in the mod\gfx folder otherwise the game doesn't use any of them. You could also put them in the correct directory in the main game, but I wouldn't recommend it.
Updated the Quest Editor. Fixed a few errors and added functionality to set whether the AI can go on a quest or not.
[quote]CoreSpells.xml : the Curgen's Volcano spell has the following line (line 3781): valcano. Is that a misspelling of volcano? I also don't see anywhere else in that file, so I don't know what it does.[/quote] That is not a misspelling of the stamp, the name is Valcano. (So not an error) The only typo possibly is the failed capitalization of the valcano in the spelldef, but I haven't noticed too much of on issue with capitalization.
It is really not the holding down the mouse wheel. It is the middle mouse button that needs to be pressed. Depending on some models of mice you can change what that function is when you press down the mouse wheel. Be sure that it is set to the 3rd button (middle mouse button) for a mouse. I know that my Logitech mouse has some issues when I press the middle mouse button (mouse wheel). It doesn't always register that I pressed the middle mouse button. To sum up... it might be
[quote who="Ivon1631" reply="153" id="3377271"]I realized when I read over that, I meant to say rush discount for the merchant.[/quote] Ah, good to know, because the only way I can think of accomplishing this idea for a discount at the shop would be too much work to be useful.
A fresh install could mean validating your files ;) You don't need to download all the pictures and stuff again.
Try a fresh install and see if that addresses the issue you are having.
Out of curiousity, how did you do the shop discounts? The troop count may be done possibly setting up a prereq of the type AbilityBonusOption and RestrictedAbilityBonusOption But I'm not sure if that section of the xml will accept those prereqs. As to the fame per level, not sure how you would incorporate the per level stat. But it is not too hard to include an ability to give you fame per season, se
Are you sure you are running the most recent version of LH? The last update fixed the problem of the icons for the shards not showing up in the tech tree with the binding trait. I do not see that problem as indicated in my post earlier.
[quote who="Auggie12" reply="147" id="3377066"]Hi Parrottmath thanks for the reply. Just a few confirmations 1) the prereq tab. I assume this needs to be in the weapon's xml? 2) Should i edit the coreweapons.xml that is in the game or make my own? Making my own meweapons.xml might be safer (I assume my meweapons.xml shold just contain the <DataChecksum
Not sure that you can do anything with the value TroopCount. The file that deals with troop size is CoreUnitGroupingTypes.xml