[quote who="tjashen" reply="130" id="3374176"]While we are on the subject, is there a way to tie a quest to be triggered by a prereq, like say a specific unit being in your ranks, or ownership of a specific item before the quest may trigger? I'm wanting to have a quest trigger at some later point if you completed the previous quest, and have a specific item, or maybe a specific individual amongst your ranks... If we had a unit trigger, this could be fun... you get General Carrodus to
parrottmath
1) I've noticed that you cannot overwrite the quest data using the mods folder. You can recreate the core quests with my quest editor at the moment, and make the changes to the appropriate quest you want. But as you know that may lead to compatibility problems. I've not discovered another way at the moment. 2) Maybe try using productionpermaterials for your resource, instead of production. 3) No. I've successfully created an engineering unit (not that hard to do, t
Nice to see that my tricks are paying off... Heavenfall uses that trick in a few places as well. It's rather useful when you want your mod to be modular. Mild issue is that others may not know it and if done too often it may lead to compatibility problems with other mods. Something to be aware of when playing with these tricks.
The reference to the level milestone is how the ability is cast. Notice that the catapult attack comes from the ammo. Just like the bow attack. I believe this is where the connection between the unit attack, i.e. the level milestone. Not exactly sure what you are trying to accomplish here, but I would probably create separate ammo and for the basic catapult attack and one for the lesser catapult. Adding appropriate health modifiers and such to make your lesser catapult. Adding pre-req
The militia should be the mainstay of your army. The name militia may seem misleading into thinking of a ragtag group of fighters that were called up at last notice, like city defenders. But even these warriors and fighters are quite scary and not to be underestimated when in battle. I would call them the basic club infantry. Maybe it is not that these troops are over powered, it may be the other troops are under powered, or too costly.
[quote who="GFireflyE" reply="85" id="3372833"]1) I've never liked the fact that you can expand your city and eventually see fertile tiles popping up on the edge of your ZoC. Is it possible to change the range in which you can separate cities from 'X tiles from city-hub' to 'X-tiles from city-type tiles' ?? The intension of this mod wouldn't restrict cities from growing towards eachother (with the two tile limit...unless you incorporate a resource)...but would simply f
Don't know if you caught it but there is an error in your unit file. The backstory doesn't end with like it should. You also have a level milestone floating around in your xml that is not correct. I think this problem may be due to xml errors.
--I posted this on the other thread, but I'll post it here as this seems more active-- For the devs. T_Grassland_Forest_01.xml 28,19,0 This should not be there, that is the tile to which he is referring. I'll post up the tactical map with that tile removed, until you have the time to fix the problem. <a href="https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/MapFixes/T_Grasslan
It goes in as a mod directory, and you enable mods.
Coming soon Monster Mayhem... Grabbing loot may lead to some disastrous consequences.
[quote who="GFireflyE" reply="79" id="3372109"] Good Morning Parrotmath. As an FYI, I've taken the liberty of modding your wonderbase mod to have an 80//20 production split for the base//wonder as well as changed the Fame to 5//25 respectively with the acception of the MerchantCross and Ironworks which only provide 2//10 respectively. So far, from testing, I've been pretty pleased with the results. Got a question about hiding in the hiergemenon..
Thanks for the reply. [quote who="ShadowDragon8685" reply="80" id="3372427"]1: Would it be possible to make a version of the henchwomen mod that makes henchwomen the standard "henchman" unit-design button option and leaves the male units as the editable ones? Editing a preexisting unit always seems more troubling to me than starting one from scratch; not sure why, but it does.[/quote] Yes, this is possible, but it requires a core file change. Fine CoreRaceTypes.xml
Yes. Spell targets use CreatureType IsChampion is for shopping and equipment and basic usage purposes.
In the xml file that is marked as a block tile. In the editor it is difficult to see since it is also a starting point for a defending unit (or attacking I forget which). It has nothing to do with elevation, just a blocked tile that is difficult to see in their editor.
So, I get the spell to show up for me in my game. How are you implementing the spell in your game? I copied your code put it in an xml file, stuck that in my mods folder with mods enabled from the in-game options. Spell shows Up and I can cast it. Edit: I even get the unit to join the army, and so the spell is working as intended. Not sure I see a problem with your code beyond your implementation of where you are putting the xml files. I created two xml files one to hold the s
I do not believe the tag UnitJoinArmy can be used in a spell (although I could be wrong). Are you starting a new game?
[quote who="Victor5" reply="95" id="3371755"]1. Is it possible to create an all-female faction, that is properly used by the AI to have all-female henchmen as well as all-female champions? I use Parrottmath's wonderful 'female henchmen' mod, so that part isn't an issue. But I don't know how to force the AI to only use women. I'm starting to believe forcing it to only choose female champions is impossible, but hopefully I'm wrong. I'd be okay with settling on di
I wonder if it has to do with the fact that there is no river definition in the s_asag blank. I'll add one in and see if that fixes the problem.
Why don't you add the cool down to the basic catapult attack and give the advanced catapult unit a cool-down reduction ability? Wouldn't that solve the same problem without the hassle of creating a separate weapon damage. You could also give or reduce bonuses using abilities this way too.
See if you can change the class name Catapult Catapults are devastating on the battle field but are extremely slow and expensive. Their attacks damage all units within a 1 tile radius. <Class&
I'm sure it is a bug, but the rivers are such a touchy issue with most maps. Do you have a screen shot with the river problems?
Yes, but you can create your new tech tree where every race uses the new tree to your liking. Utilizing negative pre-req as well as the positive pre-reqs
There is a way... take a look at the traits like No Armor or No Ranged weapons. These traits / weakness give restricted techs on the tech tree. In other words, you cannot see these techs if you have these traits. Also, you have the great axes or light plate shows up for some races but not others. You can use these pre-requisites to get a semblance of a new tech tree.
I guess people can find another use for multiple heroes near by instead of parking them in the nearest city. Move them along your main army and use them to scoop up the goodies ;) The RPG aspect of the goodie collection will be a certain surprise to the AI, when collecting such a goodie hut... you kill 1 cub, he fights 3 bears... ;) He dies, you get the loot of 3 bears. Advantage you.
It may not be as good as a normal attack, but remember that it is completely fire damage. For example, the Quendar can attack a banshee without magical weapons. ;) The direct elemental damage is always lower in general given its lack of resistances throughout. I think you not using it may be that you forget that you have such an ability.