[quote who="Trojasmic" reply="20" id="3357657"] Hi Derek, One more thing... there's still time to get my quest into the main game before release. It's a great little unique quest! And Parrottmath did the XML work so you know it's good. https://forums.elementalgame.com/442891/page/1/#3347535 [/quote] Thanks for the vote of confidence Trojasmic. It wo
parrottmath
Maybe it has to do with the fact that the tiles you standing on are not blocked as they should be? You should not be able to stand on a tile that you can't stand on in the first place when you are kicked out of another persons territory.
I've got a slew of map fixes if you want to look at them. All the phantom rivers, and river's that are not rivers have been fixed in all your (pre-compiled) maps that ship with the game. In the anthys map you have a large number of blocked tiles in the north, but visually there is no indication as to why it should be blocked. I think this was because the world objects P_Northern_Wastes_River_Corner_01,WorldProp have been changed from a scary mountain looking thing to a si
[quote who="OliverFA_306" reply="27" id="3357559"] Quoting parrottmath, reply 26 What exactly are you trying to accomplish with removing these options? What is the end goal, or is it you want to be do that because you want to do that? In my particular case I have opted to make every troop a champion because that is the only way that I can use the A_ADDITIVE command, and I need to use that command to implement food upkeep for the army. So I blocked all champion abilities
Some of the pictures from the TreeOfLife map. The red marks the tile that is a river, but is not in the river data. The other letter indicate some of the terrain types. Notice in the lower left you see a lot of 'l' (plains, fertile lands, rough plains), but are really marked as a river. In the map, you will see the river, but it wouldn't act like a river. Before: <img src="https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/MapFixes/TreeOfLifeBefore.p
What exactly are you trying to accomplish with removing these options? What is the end goal, or is it you want to be do that because you want to do that?
I know... but that is the code they use ;) But they have this fixed already in .91.
Not all your champions start at level 1... For level 1 champions don't change anything leave them free to choose...
Create a series of unique traits that unlock trait after trait. Making the computers only choice to be those traits as every other trait is restricted because of the path you have chosen for the computer. Force the comp to not be able to choose one of the default paths and then you have exacty what he is suggesting.
So I decided this weekend after trying to create a map and being highly unsuccessful at creating rivers, to create a program that will create my rivers for me. I have it able to read a map and fix the river data (if it should be a river and looks like a river it will be a river), clean non-rivers (if it looks like land and it should be land it will be land), and clean up river ID (has not functional purpose, but gives me my OCD fix). I'm not going to post up the program, but if yo
I for one would like to see a continuation of this series and fantasy strategy that you've done here. I've spent some time with this system and see quite a bit that can be done with the system currently that it would be a shame, if this were to be the last in the series. I think you have done a great job (at least for me) the bordom in the first 15 turns of a 4x strategy game (it's not just end turn end turn end turn, there is some adventure to it).
You can do a make up of these things. It is mostly an if then goto type statements to make quests. Thus, what you are considering is precisely this if then goto type statements.
[quote who="BlackRainZ" reply="4" id="3357181"] Why do you keep saying lvl 4> You choose your path at lvl 2 Also, there is no guarantee that the way you are doing it will get the results you hope for. Even if you give them a set path and they then get a second path, you have no idea which path they will choose their skills from and they may not choose them from the intended path you wanted. A better way which I am going to try is make it so that all the s
That can be done. I'm in the process of making my 80 quests which do in fact include much of these ideas I'm already implementing into the game, because it can be done. First some issues need to be fixed before I develop what I want.
[e digicons]:-"[/e] ... I've contemplated these things and I'm in the works of creating this editor that will allow a system of random encounters inside a questing dialogue... just a few more tests really. Of course I've got little feedback on my editor to see what can be improved or bugs that people are encountering. To do what you propose would be a massive write-up, but I think my editor can support the difficulties quite nicely, only limitation being you computer memory
[quote who="TMPhoenix" reply="79" id="3357136"]I'm still seeing this issue with 0.90 with the mage tree, or I'm completely overlooking the button to close the menu. To double check I made a character with a (modded) ring that adds massive xp, and he still gets stuck on the levelup screen. The Revenge skill is a warrior skill is it not?[/quote] I've just checked on the mage path, the assassins path, the defender path and all are working with a continue button at the bottom
The treasures given from the Abeix doesn't work since SO I looked in the XML and noticed why you didn't get the trophey. The following is what is in place. 100 Trophy_Abei
[quote who="mqpiffle" reply="32" id="3356860"] Quoting parrottmath, reply 26 Quoting Wizard1200, reply 17 Quoting parrottmath, reply 16I would prefer the AI to utilize the move and then action. Enemy archers are doing this already. Enemy archers are doing a move and attack which the AI is always doing anyway. What it is not doing is move and a special action. For example, a black widow could move and then web, or it could move and beguile...
SO I looked in the XML and noticed why you didn't get the trophey. The following is what is in place. 100 Trophy_AbeixAbility &nb
I've had the headless bodies in version .85. I've not seen the wisps without the headless bodies.
Any unit immune to knockdown is immune to this spell.
[quote who="ElanaAhova" reply="6" id="3356835"] Specificity is important. parrotmath points out some some slippery wording, which makes other parts of the game require guesstimates. Are they 'units' (a formation) or 'figures'(individual entities)? 'units' have one or more 'figures' (individuals)in them. [BTW, I have chosen to refer to the individuals inside each 'formation' as a figure, as this is how they appear on the tac map, and the updating m
They may be immune to that particular spell. I know there are few creatures that are. They really should adjust the info displayed to not say crushed...
I wondered if they were going to fix this problem or not. If they keep it around may I suggest that they use the banshee texture for their bodies, instead of the wisp one. That way the black goes away and you are left with an outlined character instead. I've done a couple of tweaks beyond that but that is the best I've gotten thus far. M_Banshee_Skin_01.png That seems to be a bit better. I'm supposing that they are still u
[quote who="Ishantil" reply="3" id="3356639"] Okay, so I have a 7th level hero with 50 hit points, attack 24 defense 26. He fights 5 shrills and gets annihilated. Shrills have an attack of 7. So....that means that a defense value of 26, more than three times the value of the attacks, reduces the effectiveness of being attacked by about 40-60? I honestly have no idea what armor actually does in the game (if it does anything, in fact). <