parrottmath

parrottmath

Joined Member # 3119455
208 Posts 3,333 Replies 25,812 Reputation

[quote who="Heavenfall" reply="149" id="3369303"] The maps are tactical maps that you will find as you play the game using the mod. For example, if you attack a group of Gibbai monsters they will pull you into a nightmare dimension (which uses a new tactical map) and you'll have to fight them there.[/quote] Are these tactical maps triggered by creature type? How do you enable tactical maps to be chosen for the battle in a seemingly random battle on the field? edit: Y

544 Replies 1,094,123 Views

[quote who="Heavenfall" reply="13" id="3369300"] I think we just disagree with each other, and we're probably not going to reach a consensus. I think adding another damage type is way overboard and I'd rather remove the weapon completely. Meanwhile, +10 Fire damage against undead makes perfect sense to me. You obviously disagree, so let's leave it at that.[/quote] I would agree with removing the weapon altogether, since it is such a specific type weapon to the game.<

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[quote who="Heavenfall" reply="11" id="3369271"] Armor penetration would clarify why it isn't effective against banshees. It can't hit them. [/quote] Would adding this damage to the weapon be too overpowered? The hammer is a blessed hammer and it is the only weapon with this name and ability to damage undead greatly. The damage form I did, to create the blessed damage, was just make the weapon non-resistable from the blessed portio

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[quote who="Heavenfall" reply="8" id="3369260"] Adding a new damage type just for that is a total overkill. Far easier to make it deal some magical damage, or why not add armor penetration against just undead. [/quote] Would the resist stat stop the armor penetration. The ghost ability is not blocking the "damage" like armor, it is literally is resisting the damage. Also, the game has 4 elements for each shard toxic - earth shard cold - w

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No need to do that... https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/BlessedWeapons/BlessedWeapons.zip Why not just put that in the items folder. It adds blessed damage to the game as well as ensuring that the damage doesn't change for other undead with piercing defense. Hence a simple change without changing the g

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So, tag is equipment specifically for champions. Units do not use these tags, you need to use the other tag for units.

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That heavenfall... was that something in WOM or a good programming guess

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The research King of the Wastes has a 25% chance of appearing on your tech tree. At the start of each game you do not know whether or not this tech will be in your tree, but some times this tech does indeed, appear. In FE, they had 4 magic books that would appear with a 25% chance, I think this got changed for FE: LH, but the effect was the same. I created a mod for FE, that brought to a faction summoner units, units that may summon a particular elemental for free on the battlefield.

10 Replies 7,763 Views

Do this effect with a quest that spawns by turn number. As long as you have a city placed the turn number trigger will be able to spawn a quest (What I mean here is that if you set the trigger for turn 1 and you don't have a city, it will not trigger. It needs the capital city in order to trigger for the turn based event). From the quest you can implement the treasure that you want to create, which is your resource horde for your lizard.

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Not sure if there is a maximum function. I suppose you would have to simulate one with just the four operators + - * / Not sure if the % is valid...

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Those are all good names. Yes all of these things are elementals, but how one names them is a different story. These are actually the corrupted elementals from the usual neutral ones: Ice Elemental // Mirror Elemental Fire Elemental // Burning Wraith Air Elemental // Crow Demon Earth Elemental // Grave Elemental --- No neutral Death or Life elementals --- Don't know if I want to go as far as calling these things angels (thinking compatibilit

191 Replies 533,536 Views

I've started the process of changing the binding trait for the Kingdoms. I also noticed that the grave elemental is able to be summoned by the kingdoms, although it is a corrupted elemental from death magic. In the process, I'll substitute the appropriate remake with my version. In essence having a separate unit for the kingdoms to summon. The first iteration of this change will be mostly a visual change and name changes. Then I'll look at changing around some of the abili

191 Replies 533,536 Views

Ah good to know... for your curiosity above in the tile map data. The first number is the number of tiles in the row with the same exact features listed in the follow up numbers. I wrote an editor that reads that data and makes a map you can see from it, in essence to fix the river data as that is the only failing point I find with the cartographer... the inability to make appropriate rivers.

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CoreSpells.xml You could just copy what I wrote above, and put it in its own separate xml file and put it in the mods folder (run mods and the fix will be present)

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Interesting ideas... not sure some of what you envisioned can be actually accomplished within the current system setup. A hidden research tree from the player and it shows what techs you've uncovered thus far. I think you can set it up that you cannot research anything directly on the tree and you discover particular techs by a questing system, but not sure how this would pan out. (especially with the AI) - I've got some ideas on how to implement this, especially if you j

10 Replies 7,763 Views

I suppose that I could change it from +1 fame, to more like .2 fame per season, or 1 fame every 5 seasons. Then it would be a better boon, what do you think about that bonus instead?

30 Replies 21,326 Views

So Ereog's tower was a particular difficult one to make a base. The actual monuments bonus was +1 air power per season +1 fame per season My base that I made was +1 mana per season +1 fame -- period I didn't have much to work with unlike the other monuments. I would have to change the actual ereog's tower bonus itself. All the bonuses were a subset of the original bonuses. The +1 fame per season is a rather powerful bonus, so I didn&

30 Replies 21,326 Views

[quote who="GFireflyE" reply="4" id="3369016"] lol That you did. Felt a bit deflating though....if Ereog's Tower has already been taken, then I've spent 90% of my time for only 1% reward.[/quote] Yes. the point is that if you didn't win the monument race then you have a civ option, you end up with nothing...or you get something, just not much. For example if another country built the great pyramids... impressive but not the or

30 Replies 21,326 Views

Yeah, you are referring to my wonder base mod... so yes it is precisely working as intended. You should be able to upgrade to Ereog's Tower : ) (for a really cheap cheap price) The point was that you get the wonder race by building a really "bad" building and then upgrade to the good building. I guess I succeeded in making this mod an integral part of the game ;)

30 Replies 21,326 Views

If you are referring to Ereog's Tower then it is +1 fame per turn (by the xml files), it is also not +1 mana, it is +1 air shard mana. So, you get more air power.

30 Replies 21,326 Views

You will most likely need to write a program to read that map data. The cartographer is the best bet you have: Tile yield is based off of 9 tiles. The center tile yield is that value added to all the other yields from the 8 other tiles. To change the yields you need to change the terrain from the other tile yields around the point you wish to change. You could also change the values of the individual yields of the particular tile types in the TerrainTypes.xml. I'll dig a l

3 Replies 7,364 Views