[quote who="jwerano" reply="79" id="3364893"] It says I need a beta code. Where can i find my code. Sorry.[/quote] restart steam and try it again.
parrottmath
For those that are curious, I've been tweaking this editor for awhile now and I think that it is ready for anybody to test... I haven't found too many bugs with it, but if you do find bugs or things you would prefer to see happen let me know. I am currently going to take a few weeks off from modding this game to finish some much needed work I've been ignoring for far too long. As it currently stands I've made 8 different quests, all unique in style (namely I don't
[quote who="jshores" reply="3" id="3364850"] So far in my testing, the AI handles it fine. Meaning, when it hits those milestones or levels a city, it immediately builds a pioneer like it normally would. Of course, the AI wouldn't understand it needs to do those things to get the pioneers, but fortunately the AI is already predisposed to try to reach those goals. [/quote] Yes, one fatal flaw that may occur is th
[quote who="Heavenfall" reply="1" id="3364853"] In 80 turns, however the number may be modified by world difficulty if I remember right.[/quote] Edit: Sorry, it is the monster spawn rate that changes.
I know I haven't heard word yet on those map fixes, are these pre-made maps with rivers going to be fixed? I understand that you need to check through them to ensure that they are good fixes; just curious on the status there. Also, the impale - cleave - crush skills is it intended to be only normal (piercing) damage no matter the weapon? I've a fix for that floating around too.
Maybe that 15% reduction is why they keep attacking prone units for ever, since their accuracy is never dropped to 0. I guess the calculation doesn't use the original value, but the current value for accuracy, which leads to a problem. A reduction of -15 though is not as nice as it may seem, as very high accuracy you will still get 15 hits or so. Unless they mitigated the accuracy bonuses that one may get. If their were a variable called total accuracy that never changed and one c
Yeah I'll be moving my mods over shortly after the drop-down is available.
I don't think you are in the correct forum here ;)
For militia you will have to dig around the CoreImprovements.xml this is where their size is dictated, I don't know why they showed up as 3 solo guys, but that is where the defenders are determined for a city.
Then of course on could not have nature cloak cast with 2 earth shards (+40% cold resistance then), that nice cloak, or even the spell protection from cold at +50% cold resistance. There are ways to counter such things Or maybe the Obsidian Guard ability and be completely immune to cold.
[quote who="Victor5" reply="70" id="3364595"] Lone Wolf: Having grown up in such a harsh world, you've learned to get by on your own, and have always preferred to see things through without the help of others. Your Sovereign starts out without any additional troops; completely alone.[/quote] All sovereigns in their .xml determine how many troops they start with. I do not think it is possible to create such an ability. BUT you can go to the xml of your custom sovereign and del
[quote who="cohka" reply="52" id="3364553"] Could you or someone give a quick explanation how do to this? Or point me to previous explanations. [/quote] https://forums.elementalgame.com/444737/page/1/ Attach this where you see the units in Heavenfalls mod, they show up in the level area of the definitions.
[quote who="GFireflyE" reply="18" id="3364475"] I'm at a loss....but I'm no modder. While it's not a game-breaking bug, it could be that there are other aspects of animation and particle effect that you may want your custom sovereign to have....and you would not have the option of doing so... [/quote] You do, it seems that heavenfall setup allows it to work, but my setup as well as yours does not. I'm not sure what the difference
In any good RPG a caravan is always the spot of a random event, especially when skeletons are involved.
[quote who="joeball123" reply="6" id="3364501"] Quoting halmal242, reply 4Most likely thy will not be the same if it was your original city as around your immediate starting area the land is set to have fertile plains so there is a higher chance you will have an essence available to you. I should have been more clear. I meant the city that you initially built at that location, not necessarily your first city.[/quote] I believe he was referring to when you settled your
[quote who="Alandroid" reply="3" id="3364507"] wonder if Stardock plans to fix this or leave it as is? Not trying to sound like a jerk but it kind of takes away a lot of the strategy part of combat when i can pretty much ignore resistances of monsters by using my special attacks of weapons like impale and cleave and others...[/quote] I'm sure Stardock plans to fix ALL of these bugs. They do not just ignore what they produced and they try to improve what they
Yeah, I fixed this back in April. Not just impale, but the other ones as well. https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/Abilities/impalecrushingcleavefix.zip It was more of a problem when you attack a Banshee ;) I've tested this fix with the Air Elemental spear as a level 16 character. 43 attack. Attacked an Ai
In general yes. But you can make your compatible with Heavenfall's mod by adding the appropriate UnitStat_BG_ tags. It's a rather simple process and whenever I make a mod to the game I do this just to keep it compatible with Heavenfall's stuff.
Some of this salted earth business can be fixed by giving the tile city some tile yields of their own. Simply put give city yields production bonuses and a little bit grain yield... with a smidge of essence, and then this issue of salted earth will go away. It should provide enough yield if all the tiles around it were city to build a new city in the center. Something like a 3 3 1 type of situation. This I think would be a good compromise for losing a level 2 city or more. Simple
[quote who="Gandalftheredskin" reply="2" id="3363317"]Not every TBS gamer is a code monkey.[/quote] That's right I'm no code monkey :) I'm not sure this is a Stardock problem or if it is a Steam problem. I'm going with the latter, because steam should provide a better UI in deleting and maintaining cloud information (at least a removal feature).
[quote who="vengeance88" reply="7" id="3364439"] as I see no one cares...[/quote] I doubt that no one cares. In fact, the next patch is addressing several issues that may solve your current one. I'm sure that they are looking into your particular problem, and if the feedback here is not sufficient you might want to send support an email about the problem. Then you will get a support ticket and they will probably reply back to you there.
[quote]"Champions Available" quests are no longer shown on the quests wnd.[/quote] Sweet. I like this change. Also, did you fix the quest wnd to display the progress through your current quests?
In FE when they first introduced the three building levels I believe that that were going to call a town a trade guild instead. After playing with the name, they decided to change the name altogether. There are no mismatching involved since it was all done a few years ago. This is probably why the artifact of the internal name being called a trade guild, since it was easier for them to change the display name versus the Internal Name especially for all the things that refer to town. Deeper in
In steam, right click on the game file and choose properties, under that window is the button called set launch options
Yes, the town itself is devoted to agriculture and financial pursuits. These files are relating to the in game when you upgrade your starting level 1 city to a level 2. From there you choose Town --- InternalName="TradeGuild" --- DisplayName --- Base Town --- which gives you gildar bonuses and agriculture bonuses Fortress --- InternalName="Fortress" --- DisplayName --- Base Fortress --- which gives you production bonuses and better unit levels Conclave --