That is facinating. A rather interesting quirk, which I don't think it should necessairly change. Facinating.
parrottmath
In K_Fortress_03.xml , the following change to fix the problem. PropModelType FarmerGuard01 6 1 8.158401,<span style="color: #ff00ff
Hehehe... I fixed that problem a long long time ago. I guess it came back.
Here are few more after I started to check for items. The following Items do not exist in the current game, and probably should be updated as such. RandomEvent_Riddler3 GiveItem</ModTy
That would be a nice hardcode to set in the game. If I have more than 3 pioneers, don't build anymore, for the expansionist up it to if I have more than 5. That gives it a 4 pioneer, and a 6 pioneer soft max.
I think it is hilarious if it were left the other way and the dialogue was switch to say... Oh yeah did I forget to mention that those statues move ;)
If they didn't nerf the pioneers in the last patch those armies would be scary. https://forums.elementalgame.com/444279/page/1/
Another error found with the editor Under the coreRandomEvents there is another error. A missing unit reference. Champion_Wilbur doesn't actually exist and so one would not receive this person Clearing the countryside Sire, a village elder wishes to speak to you. Should we allow him to
I wonder if Kraxis is still taking the city. Does it say who conquered the city?
The spell is not an easy one to aquire in the first place. It is an epic quest reward at the moment. I can provide a modded fix for the moment, instead of getting half the population in hitpoints I could say triple the spell casters current hitpoints instead. If it is fixed properly, Stardock could provide some rather fun spells as DLC. Depending on the fix, readjustments to present spells may be needed to provide better information.
Thanks. I did a check on your scenario quests the same way and didn't find any errors ;) just for your piece of mind. What are the job requirements to work for Stardock?
Added a better testrun log appearance. Also, allows one to check the errors in the entire collection of quests. It only tells you the quest Internal Names, but it did detect 4 errors in the core quests that can be fixed easily. Added a Entirity log - this will display ever feature in the quest, and check to see if the battle identifiers and other internal nemes as well as goodie huts are showing up correctly, (or a todo list for creation, as I currently use it for)
I think a lot of the bugs in FE are getting fixed in LH. [e digicons]:-"[/e] I like the progress thus far, the stardock team is working round the clock to meet that deadline with flying colors.
Are you playing a custom map, or random? Because I went through each stamp by hand and removed ALL rivers that should not be rivers, and I checked my stamp, those spots shouldn't be rivers by the stamp. I do know they are in FE because they haven't fixed them yet. I also, know they exist in the custom maps because they haven't taken my fixes for that yet either. The other invisible river tile (not the circled ones) happens when another stamp overlaps
So, using my quest editor, I decided to check the error checker by checking the quests that come with the game. Here is some of the results of the check. In Quest_TheHaunter , there is a reference to a Plaguestalker, There is an inappropriate capitalization. This should read as follows
The problem is a tag mismatch in the .xml. The Treasure Map A group of wildings are playing dice with some local farmers. The game goes badly for them and the wildings try to turn over a few hides and an old map to pay their debt. The farmers argue tha
So, I did a lot of stamp fixes and removed all the broken river tiles. In the process, I tried to keep a good idea of what things look like, but sometimes it just didn't work out the way I thought it should. So I would like to submit this new stamp to replace the one currently in the game. It makes the map look a little nicer in my opinion and produces a better looking environment for the user. (I only changed the HillsTerrain next to a mountain to be land, as was probably
I've updated a major portion of the program, by adding in some autocomplete text for the internal names. Save you and me from looking up those internal names for many of the objects in the game. Added another .txt file the program reads TacticalMapFiles. So, now it will find the tactical maps (if they are in the appropriate locations) for addition into the program.
The only part of the spell that is not functioning appropriately is the increase in the casters hitpoints. It is supposed to kill half the population of a city and give you that as hitpoints and stop you from regenerating. Everything else is working except for the increase in hitpoints, which the error is about the ApplyToCaster and the target switch of the spell in doing such a tag.
Just wanted to bring this up again. Is this one the bug list?
[quote who="BlackRainZ" reply="49" id="3359124"] I understand. Makes sense. This is something they need to fix then. This is a legitimate bug, has it been reported? [/quote] It has been reported a long time ago, and I've reported it with all this extra information provided on the problem, as well as their spell that is broken because of it. https://forums.elementalgame.com/443955/page/
[quote who="BlackRainZ" reply="47" id="3359107"] Let me ask a question, has anyone used the spell Consume yet, I haven't used it before but it is supposed to destroy a shard and give 200 mana. It uses the applytocaster tag. Assuming it works, perhaps the applytocaster tag only currently works on the strategic map.[/quote] No... bloodcurse is a strategic spell. In fact, tremor is another strategic spell whose calculation didn't work, and I fixed by avoiding the calculatio
Yes, or other stats in general.
What he is trying to do is get the information from the target entity and apply this as a cost to oneself in terms of mana. Problem is when you use the ApplyToCaster tag, the target creature changes to that of the caster. Thus, any sort of calculation from the ApplyToCaster tag that actually needs to calculate data from target creature will not work. There are two instances where the tag apply to caster is used, and is trying to grab information from the target unit. This fails in the BloodCu
Torch bearers require the mages staff (technically the accessories Ring of Embers, Ring of Life, and belt of speed). Thus, you need to be able to train mages in order to train torch beares. For the shieldman, I'm not sure why it is not showing up for you..