[quote who="Biographics" reply="28" id="3358805"] Quoting cardinaldirection, reply 25 Once the system has been activated in elementaldefs there is a cheat hotkey to spawn children, ctrl+(a letter, can't remember which). I haven't tried it myself but I what I really want is for the game to spawn them based off of turns and spouse probability of giving birth. And some people say the Ctrl+F doesn't work for them in FE.[/quote] It does work, but people n
parrottmath
The item giving is not bugged, it is just not set to give useful items. For example, an Ashwake dragon treasure code is 65 &
I know this doesn't help you with your mod per say, but the cheat command to have babies is ctrl + F.
When you design a new unit the program is utilizing the generic mold they have for that race. In other, words, you skeleton body will end up with equipment type heads and such. The only way around this is to create a seperate body model type. Currently I think it is using a wraith modeltype body. You need to create a new one and add the appropriate art definitions for that particular model type. Then you would have to force this unit to arise as a generic model type other (like the hench
The game always had your custom sovereigns in the database. The editor will update it's file of the internal names in your documents folder for identification purposes and help you track down the internal names of your things that you've made. So, if you use a custom sovereign as a badguy encounter, and you test run your quest, if you didn't update the database for the editor, it wouldn' t know if that was a legitimate internal name and so would flash up a warning in the log.<
I can confirm that this does happen. Although, I do not get a crash when doing this quest, this loop is annoying. The only way out is pressing escape, but the next turn it is up again. Here is a fix for the problem. https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/QuestFixes/Quest_Slavers.zip The changes are as follows: In objectiveID 0 --&
Thanks ElanaAhova I'll start writing up the manual soon. In the meantime I've added a new feature in this next update. Another window that allows one to look at a variety of internal names within the game (categorized of course). Also, looking for feedback on what I've got here so far. I've been able to create 4-5 different quests in about 30 minutes (as long as I'm using the predone assets, otherwise it takes some time creating the unique heroes, i
No problem. If you'd like I'll take down the file so no-one gets a copy of the mapdata... This program works with all the other custom maps, there are quite a few errors in those as well regarding river data. I know the built in editor is not the friendliest when it comes to making rivers. I'll post up those fixes for those maps if you would like (or PM you).
*** I found exactly 2 errors in my files, I fixed them *** With the next version, I've looked at the rivers on the war map again and found that their are still the phantom rivers (tiles that say river, but are not rivers) and we see that there are rivers that do not have river tiles. I've fixed this and added a river that should be showing up on the war map (there is a series of river tiles here, it only makes sense to make it a river. This is the compiled map with the
When did they add a new army management screen... I completely missed that add in, very nice.
He's trying to fix a broken tag ApplyToCaster tag. I've not been successful in circumventing the tag at the moment.
There is a difference between ignoring the AI players cities and targeting the cities. For example, Tarths stealth trait relies on the monsters ignoring them, but sometimes it does lead to a battle. In your case, it should be less likely for the creatures to ignore the AI, and more likely to target your locations. So if this is an issue it will probably be a difficult one to track down.
Obscure piece of info found in the Quest_Slavers (Slaver's quest) Objective 6: One of the condition obectives has this objective text. Don't send the girl home along. Really it should be Don't send the girl home alon e .
Did you incorporate the river fixes to the custom fixed maps one may choose to play?
I agree with most of the other suggestions here about the spells. In general, I feel that most of the summoning spells are overpriced at the moment.
On a more serious note for the game Arcane Armor --- Advice Text If we can afford it we should immediately look into providing our units with Champion's armor. Needs to have a comma after the prepositional phrase. If we can afford it, we should immediately look into providing our units with Champion's armor.
[quote]Please report any typos or grammar issues oyu notice here and I will make sure they get taken care of.[/quote] You
[quote who="mqpiffle" reply="5" id="3357904"] Counterspell. With a lot of spells losing their casting time, counterspell basically becomes pointless. Perhaps a new mechanic for Counterspell is in order, like automatically firing anytime an enemy casts a spell.[/quote] Similar to a 1 or 2 turn silence spell... I like it :)
1. BloodCurse --- It's currently broken (other than that it might be a useful spell. See https://forums.elementalgame.com/443955/page/1/ for more detail. I'll come up with more when I've got more time.
[quote who="Biographics" reply="11" id="3357796"]Do you know where the .exe script files are located so I can save time searching?[/quote] Don't think we have any access to the script files for the .exe (Only thing we have real access to is the .xml files, if you find any let us all know)
You are correct, but you must remove the elementaldef.xml from the core directory. I'd prefer that you not break peoples games here either, but the disclaimer for you is to make a back-up file of the elementaldef.xml, The rest of what you do might be able to put into the mods directory. I tend to avoid all modding that requires a change to the core files period, but I know some elements then just can't be done. In that way, the work around is to create senario maps where you can set-u
Unfortunately whenever you modify the elementaldef.xml you need to mod the core file iteself and so you can't use the mod directory.
The process I tend to use is to customize a sovereign or a unit in game then use that appearance data as the base to create a hero. So, in effect copy the first half from a hero and then the second half of a customized unit I just made. It makes making the second half a little easier to handle.
Yeah, i've experimented with a spell of this sort already. I've gotten it to ''change'' into a bear. I've made the casting player imobilized for the duration of the AI, and made the caster invisible on top of this. I've not been able to make the caster immune from being targeted by the AI, nor have I been able to create a successful life link (a life link yes, successfully between the two units... no). There are a few other issues to work out, but at th
[quote]Fixed issues that were placing champion versions of normal units (like burning bladed, warg riding, path of the mage pioneers)[/quote] I'm not sure if that is a fix... it is really a nerf to pioneers!!! I think this would be terrifying especially coupled with pioneer spam that happens sometimes.