I have to say that the quest DLC is quite nice addition to the quests already in the game.
parrottmath
If it were 25% chance of getting 5 xp while sitting in a city, would not defeat their intended purpose of forcing you to do hero things. Currently doing hero things become managing the lairs to get a good amount of XP, I find it is better not to remove a large number of lairs around my cities, instead I harvest them for XP, and this has worked quite nicely. Should it not be that one should clear these lairs from the creatures within to protect your borders. But one leaves them sitting there w
tjashen is correct, it's been reported and hasn't been fixed. I for one don't think they need to fix the 25% chance to get XP, but an increase to the XP would be better in general. If they were to fix the 25% then they should up the XP given to around 5.
Sometimes you can look through the debug.err file and you may get lucky. But otherwise it is what heavenfall says.
Also, using the battle auto cast has issues when dealing with auto resolve. The auto resolve doesn't compute the battle cast. This is something you need to think about for your mod, since the AI will not get the advantage of these things when it gets into combat.
[quote who="GFireflyE" reply="22" id="3375612"]Yes, maybe higher risk to tame the creature is what is needed. Perhaps a casting time of 1 ?[/quote] That would do it, or reduce the chance of success through the spell itself. Could even have it that a failure will put the beast in a rage...
[quote who="GFireflyE" reply="20" id="3375497"]to remove the experience of the creature tamed from the combat experience being handed out?[/quote] Oddly enough this was added in because people complained about not getting experience for defeating these individuals using this ability. I do believe it is not possible to mod in the game. There are other ways of making the Beastlord ability less powerful. But remember that when it comes to balance it shouldn't be at the expense of fun
It has moved it takes awhile for the forums to update. Did you find errors with your quest you made?
Yeah you should move it over to mod forums, there may be a problem with your xml. I do recall this occurring if there was a parsing error and it would flash up a random quest instead of your quest. You should check to ensure there are no parsing errors or other kinds of errors.
FriendlyChampion This should cover every champion you would obtain and you cannot target yourself with it. (not sure if it prevents enemy sovereigns you obtain)
The only way I can conceive of doing this is by creating a unit stat that increases every turn and use that unit stat to determine what turn it is... not sure if it would work, but it is the only thing that I can think of at the moment. Other than that idea, I wouldn't know.
The only way to level one is to leave a monster lair near a city with the administrator, and kill the roaming monsters that leave that lair with your administrator character. Quite a good way to farm XP for your initial armies as well. As some say it is not always the best idea to remove all the monster lairs, they can be good sources of infinite XP and much better than the adventurers guild.
The bleed spell is healing the opponents. Missing a multiplication by a negative as seen below in the fix. There is also an extra value presented that shouldn't be there. Bleed Attack that does normal damage and 3 damage per action to the victim.</Description&g
I've started a new game and got into a battle with some darklings. Used a bow attack and I had a significant delay before attack. (probably 2-3 seconds). Looked at the debug.err file and didn't give any information beyond I used bow attack. Debug Message: NOTE: The extra tiles don't appear to be in MapData at this point. Debug Message: Map Generation Complete Debug Message: InitMapGfx Started... Debug Message: InitMapGfx finished. Debug
[quote who="Chainmale" reply="9" id="3375138"]I am tring to create a faction that uses my units only, AI or myself. But still create units for if I play it.. If I understand correctly; 1. create unit with replacement name, archer, spearmen ..etc. 2. put CoreUnits wrapper around it or add to larger file with same CoreUnits wrapper. 3. Single unit file, leave in default Units folder or Mods folder? 4. multi unit file would need to
I ran the game on cheat mode and had a hero at 101 initiative. She got to act a lot of times, but the other units still had their turns. The tick tells the game that my character gets a turn but each tick also is added to the other creatures. Giving them a chance to act, when their initiative was higher than 101. Thus, having 100 initiative doesn't guarantee an attack immediately, but it will show you the "rounds" of the tactical battles.
Added a maul debuff change (something to balance out the maul ability... still powerful, but prevents infinite mauling)
[quote who="Elderberries" reply="1" id="3372145"]7. When building scrying pools with Persiphonee, the associated bonuses, such as extra money with prosperity, won't display properly until next turn.[/quote] Known and not likely to change. Unless they surprise us. [quote]3. There still to my knowledge is no way to merge units, only split them, when they stand in a tile. i.e. pick a couple of units, attack adjacent square, choose cancel - units are now split until you move t
You might want to model your bonus after this ability Monstrous Cannot be knocked Prone, +8 Hit Points per Lev
Certainly gaining levels will increase a lot of these things. If you want to spend a lot of time you can go through all the xml files and update every monsters attack and defense to be higher than they are currently. You could play with the CoreUnitStat.xml files and give yourself blood penalties that will effectively raise everyone else attack and defense while keeping yours the same as the original. I do not know of a good way of accomplishing what you seek without quite a bit of wo
The following is adding map river data to the wild land blank. https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/MapFixes/Personal%20Fixes/Stamp/S_Asag_Blank_01.zip edit: Nope... didn't work. Don't know what mechanism is being used to transform the land, but its not working with the blank. So, my fix is useless, but is an a
An alternate way to remove wages from a unit is the tag 0 , not sure exactly how wage override works.
I still find the same map problems with the standard maps that come with the game. Here is a recent screen shot of the Fallen Dragon map That black tile pictured here is actually bad river map data (river that starts and stops on the same tile). There are also a few land tiles that look like rivers and such and I do have those fixes as well.
That map is the T_Cave_Chasm_01 and the problem here is that there is a start location on that spot (14,16) in the editor. Simple fix is to move that start location to (13, 16) or (14, 15). I recommend the change to be to move it to (14, 15)
You might try out experience control ** --> 0.06 3 (Obsolete) --> &n