I've added the Kingdom Binding Elementals. Basically I've redid the textures for the evil demons and added a new elemental following my elemental suits from FE(a.k.a. Lightbringer) I'm not one for major artwork, so I tried to keep it simple for myself.
parrottmath
When you refer to a damage over time spell do you mean like poison damage all the time? or do you mean damage for x number of turns? Damage each turn and then stop. To do that I believe you need to use the tags duration and perturn
Just Mana or Gold for the tags. The quest editor I made has those tags listed in the internal names window
You need a city for turn based random events to occur, but you can have resource based events occur at start or near start of game.
Currently that operator business doesn't work the way the devs intended. As far as I know it never has as I set it to 1 before and still got 1 xp per turn. There is no need to actually remove that line unless you want to, just change the description to be consistent with what the tag is truly giving you.
[quote who="EstyleS" reply="2" id="3369770"]Like looking at the weapons xml, the bash ability is duplicated under every blunt weapon. I feel like if it was up to me, I might have abstracted that to having various weapon types and then having a weapon be able to attach any number of types to it. Oh well, at least it's doable, if not easy... [/quote] They at first had the blunt weapon damage in the previous iterations, then added these bash abilities later to all blunt weapons to ma
The MinPerPlayer is an at least this many iron ores per player when the game is created. Say as the game is placing resources (this is where rarity comes in) and you have 4 players. There must be at least 8 iron ores to be acceptable, while there must be at least 4 crystal crags for an acceptable placement. Hence, you should see more iron-ore per player when talking strictly minimums. Have no idea about the rummaged tag
[quote]Maybe I missed it, but I don't seem to see any cross-tree pre-reqs. And I would love for the tech trees to be both wider and deeper[/quote] You didn't miss it, there was a design decision to keep the three trees completely separate. Making this cross-tree is not a difficult change to the game. I have not experimented with this feature, but you can create your own custom tech tree and modify the race config from the mods/ directory telling it to use the new modif
[quote who="GFireflyE" reply="17" id="3369740"]Large Foundry (Parrotmath's MOD that acts as a base for the Ironworks - allowed 1 per faction) Provides:+5 Metal Per Turn Notes:Presumably the +5 is an attempt to balance this structure with simply gaining the metal from ironore sites. Since, recommend that this provides be reduced to +3 Metal Per Turn. Also, in conjunction with the world achievement, recommend adding +10 Fame.[/quote] The +5 metal per turn is +1 metal per t
..\FE Legendary Heroes\data\English\Only-SP that folder. I don't think it is possible to do exactly what you suggest, but it may be possible to initiate a quest that will allow you to research an impossible to research tech to unlock another tech that you are suggesting. At least I think that is possible.
I completely agree with this message. The start menu has been around for quite some time, and I do not see any productivity change otherwise. Well, at least someone is making money off of a simple mistake by MS. I do hope that they figure this out and update an appropriate UI for the future.
So, you are trying to spawn a monster when a player has an item in their inventory? Is this item usable or is it like a bear skin? You can make a usable item to create a monster, but then I've never tried to give a player an item when using an item, I'm sure that is possible, and thus, you can have the player use an item which summons a creature and gives that item back to the player. You could get a quest that will trigger when a player reaches a certain resource
[quote who="Heavenfall" reply="163" id="3369618"] I can see where you're coming from. Basically they shouldn't be named Dogs of War, instead the Merchantlords of X. That they can hire mercenaries is a perk, but the faction does not only consist of mercenaries looking for hire. Rather, it is a group of merchants that, through their skills in the marketplace, have attained power similar to nobility in the other factions.[/quote] Rivals to the Capitar -- if using the other
[quote who="GFireflyE" reply="15" id="3369582"] Quoting parrottmath, reply 14Yup, this thread should be about beefing up Ereog's Tower. The final towers, the tower of the witch, the sword, and such give you air mana, fire mana, earth mana, and water mana. It just seems that Ereog's tower is a under powered world wonder. I like the air mana that one gets from the tower, maybe it should provide an extra essence to the city, or +1 mana (both would be overkill
Yup, this thread should be about beefing up Ereog's Tower. The final towers, the tower of the witch, the sword, and such give you air mana, fire mana, earth mana, and water mana. It just seems that Ereog's tower is a under powered world wonder. I like the air mana that one gets from the tower, maybe it should provide an extra essence to the city, or +1 mana (both would be overkill because of the meditation spell). The +1 fame per season is alright, but all the other wo
I'm slowly tweaking the values... the colors I see in gimp are not the colors I see in game :) I've already darkened the perlite elemental. In all actuality all the elementals are ice, air, earth, fire for the corrupted versions. I'm using basically their models. The glass elemental is a turquoise blue just toning down the colors at the moment. Perlite is a volcanic rock basically hydrated obsidian. Commonly used in fertilizer The whiteness of the gla
Here are the new textures for the elementals I've been working on... just reworks of the in game ones, but here are the lighter side of things.
Actually I just learned XML from modding this game. Most of what is around these files are pretty self-explanatory. The xml groups around tags the game uses to determine the effect. I think of them as mostly definition of variables for programming. For example, BLAH BLAH BLAH That really is a string for the variable description. is the ending tag to tell the program that it is done reading this particular variable. There are no set d
Yes the save games save ALL xml data from when you create the game. It is the way they maintain backward compatibility. So if you wish to see xml changes in your game you must start a new game.
The air mana counts as +1 mana per season as well as an air shard. A flat 50 would equate to 50 turns with the original tower in place. Which I agree is not that much, but that is still 50 turns you didn't have to wait for the fame. So, I adjusted it to be +1 fame per every 5 seasons, which gives about 1/5 the price of the original tower. I just think that the tower itself is rather underpowered. It could probably use a boost. I guess your right about the +1 airman stat. It is jus
[quote who="kryo" reply="3" id="3369392"] Ogres have really strong lungs, and have you ever smelled their breath? You're lucky it only knocked one of your units out when it blew at you. [/quote] You're lucky it didn't use its other breath weapon "Stinking Blast".
Isn't there buttons at the top of the talk to screen that will transfer you to another faction leader? Right at the top and allows you to switch between each of the leaders you have found.
[quote who="tjashen" reply="16" id="3369333"]Specifically the Lightbringer and the Wisp come to mind[/quote] These two creatures are actually elementals. Thus, we already have weapons that do more damage to these types of creatures. I would like to see a dark magic damage to be brought into the game as well as a blessed magic. But I'd be happy with a generic "magic" damage. The magic from the light and death shards. Since they are one and the same shard just a corruption of one or
Thanks, The part you refer is a bool value. Suggesting that the game modifier is only applied when the specified target is of the type The banshee is undead, and so it uses that game modifier. Actually that is the ONLY blessed weapon in the game. The other "blessed" weapons will be additions by other modders, and if someone would like to extend this mod to that situation, then they have a bit of work to properly implement the wea
[quote who="Heavenfall" reply="152" id="3369312"]What part of the thread title isn't up to date?[/quote] My brain apparently... I thought you were on 1.0d, and so 1.1a triggered a flawed brain synapsis... darn lack of sleep. So the tactical maps show up for the particular types of terrain... gotcha. I'm starting to make some tactical maps and large maps since I've got control of making rivers in these maps. I do like all the work here. You've got some good stuf