I think they might have a fix for these problems. [e digicons]*_*[/e] (On top of the tile data, there is a new river data including a river that looks like it should have been there anyway)
parrottmath
You need to start a new game... the save games store all the previous xml data.
[quote who="Wizard1200" reply="17" id="3356535"] Quoting parrottmath, reply 16I would prefer the AI to utilize the move and then action. Enemy archers are doing this already.[/quote] 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... Or an ogre move then throw bolder. The move then attack has always bee
[quote who="Stupidity10" reply="15" id="3356529"]Already bandits will surround a unit, then all throw knives at it from melee range, doing far less damage than just hitting it. Ogres also will throw rocks at melee range targets when just bashing them is by far smarter. Black widows never attack the first two turns and by the time they are done webbing and bedazzling my melee units have ripped them apart[/quote] The bandit bit has some merit (not much anymore), but the thrown knife doe
There are also a lot of non-rivers on the scenario... This picture was done next to Yithril... the entire river is actually not a river. Are you going to fix this map? Or is it something you don't have the personel-power to spare?
Your title his quote... wrong... just wrong.
The changlog shows that they are increasing the XP on higher level units. Maybe that will fix Abeix XP problem at least.
Good to see that higher level opponents are giving more XP.
I fished through all the data... and found that there are several errors concerning the rivers. For example a river in the north is river for awhile then turns to nothing but artic, although the graphic is river. (not sure if that is intended). Also, when sifting through the data where there should be rivers there is nothing although rivers show up on the map appropriately. Also, the first river that you found on the edge I don't think is included with the mapriver data. T
There is a female model type and a male model type. You can make feminine males or you'd get masculine females. Heavenfall is on the forums here, look under FE Modding. He has a guide and such.
The guts are basically this... the game has a particular model type (say henchmen in this case). Then the game has a large number of art definition files that say what a henchmen model will support or what particular looks it will take. For example, when they made the female breastplate vs. male breastplate, they added things for the female that the male just doesn't have. In turn, I had to go through every piece of armor (which is a lot) and every item (which is not so much) and all the
Your absolutely right. The correct folder is the Gfx folder in the main directory, or in the Mods folder. The program will not look for these PNGs except in those places. There are a lot of these little quirks.
I think it's storing the .png in the dds file itself (that is my best guess). Also, I think that they have some hidden *.png files somewhere, as I can't find all the file references. But this question might be better answered by Heavenfall.
[quote quoting="post"] I have gotten far enough with the race of "Men" to acquire henchmen only to find they are locked to males only. Please add the ability to create female henchmen. Thanks. On a side note. Sometimes when trying to edit a male henchmen the skills will "lock" and you can't remove or add any skills. [/quote] If they don't I'll port over my female henchwomen mod over to LH. I'm just waiting
Yup, the 4th post has all those details in it :), but I think the attack within a 2 range is a cleaner (easier) solution.
[quote who="Replicators" reply="10" id="3355982"] Quoting Anelyn, reply 6Am sure we will get MP at release (or shortly TM) it would be a pity to not be able to play co-op vs AI, or team vs team games. Would help the community tie bonds even further and create clans or faction stuff - shortly put will really add a lot to the game I wouldn't get your hopes up, SD has made it pretty clear MP isn't even on the table.[/quote] That is not true. SD has made it
Part of the issue here is the upgrade system. It automatically upgrades your troops to the next best item. The custom troops you designed were probably not selecting the auto-upgrade button when you designed them and so they will not upgrade to the next best available item. The other more basic troops on the otherhand will upgrade themselves accordingly. I recommend for the OP that you design some basic spearmen that never upgrade (simple fix) and leave the other computer generated ones there
The editor has been updated again tonight fixing some minor bugs. Added a battle failure predefined tag, which means if you lose the fight the quest ends in failure, a item that was in FE, but seems to have been removed in LH (don't know why).
That's because the Frog got an altar ;)
That sounds great... I know enough about programming to get one to work and do what I want it to do... I've just updated it so that it should save a temporary file as you update the quest throughout. If there is a crash it will recover some of the data at least, but its in its infancy stages at this point. Just something I whipped together because I kept losing my quest data. I just updated the files and fixed some bugs.
I can fix it ;) (but not likely this time, no time and the compiled map is less readable than the stamps)... the map editor is little finicky when it comes to these phantom rivers... I was tempted to write a program that automatically fixed these phantom rivers and worked with the stamp data rivermapping info (or with the map data), but then it would lose the hand crafted feel that I provided before... Edit: That code is going to be a beast to fix... I don't look forward to anyone
Or at least rename the giant to be freed from prison. That would probably be the easier solution (and you'd get two monster giants in some games ;)
Exactly... I recommend for the case of the scenario that Kraxis power to steal cities be disabled.
I thought he was refering to the fact it was talking that it was a village ;), didn't worry about the level problem. I don't know what level it's supposed to be after one captures the city. All, I know is that the files don't support a city past level 5.
The skeleton models use all the weapons and can wear all the armor that Altar. Also, you may not have noticed that they have a banshee, so there are possibilities for ghost like creatures. They really did a decent job bringing the undead.