It appears that you must purchase FallenEnchantress in order to play that storyline...
parrottmath
Not sure if it is possible to design your own sovereign for a senario... at least none that I've seen when I looked into doing that...
I just got into a battle with some ruffians and I see them flash up a sparkle then do their move. It's rush and they don't move then use it... they use it then move, which is pointless. I know the AI doesn't move then do an action, but I think an exception could be done with rush maybe.
[quote who="GFireflyE" reply="23" id="3355186"] quoting post*** Unreleased *** Reduced pop required for city levelup from 50/200/400/800 to 50/150/300/600 Really like that the ceiling has been pulled in a notch so that reaching level 5 will be easier. However, what about the floor? 50 pop for level 2 is really too soon with the starting pop being 30. I understand that you want to give the option to build a pioneer right away, but a mer
[quote who="BrianLightfoot" reply="22" id="3355183"] Ignys Bow still doesn't upgrade correctly in 0.87.[/quote] What unit doesn't upgrade to that bow for you? The upgrade paths are on a per unit basis and not via a weapon.
The fix Derek did is an XML fix which is decent fix. The hardcode fix you suggest is a good one, but I'd be along the lines of stealthly adding the research bonus to all first level techs. You get ten points, 4 3 3 (four in civics, 3 in military, 3 in magic). That way whenever the player encounters I'm not researching anything the research automatically gets spead among the needed to be research techs.
That explains the late night post. And I can confirm that the stuck on the level screen has been fixed...
Here is a screenshot from the log generated by my quest editor showing you that the internal name doesn't exist in the current context.
Fixed: The HummingBird Pike problem... a fix included https://forums.elementalgame.com/443854/page/1/ Fixed: Sir Kodrin... This champion reward unit is not in the coreUnits file, so the quest is broken. <a href
Updated: Minor bug fixes and a few more features as I learn more of C#...
Updated: Added the oneclick installer. Extract the files and use the setup button.
[quote who="Naidrev" reply="228" id="3354975"] If you are going to add quest markers that replenish, why not tie them to city buildings? Instead of trecking out to an inn or workshop in the middle of nowhere, have certain buildings in cities trigger quests. A pop up could appear indicating "Rumors abound in the city of _______", and this would enable to a new option to heroes stationed in the city called "Investigate" or "Quest". The difficulty of these could be tied to city level or bu
I can mod in these suggestions into the game, so you could see it in the game if you would like. But it would definitely require a lot more quests to be made... What I'm going to write into the game is randomly infinite spawning monster lairs... just figuring the appropriate mechanics for this and make it difficult enough, but not too easy either.
You could cast raise land around the city and then you should be able to expand. Or you would have to build on the warg pit and then all would be fine.
Under the govern tab you can click on an enchanment tab. (A quicker way is to click on the Mana at the top and it opens the enchantment screen for you).
I'd be happy to playtest the senario (even secretly [e digicons]*_*[/e] ). I definitely know how to keep a secret.
I would suspect that the quest marker is a rare bug where there is a phantom quest (in other words a quest with no name) was spawned in its place. It happened once in awhile in FE where there was actually no quest at the quest location. But it is rather a rare find and a save should be produced with the problem so the devs can track down the problem.
Yup It's an annoyance... forces me to remember to select that research before I start to move.... I wouldn't mind seeing a research reserve put in place.
[quote who="joeball123" reply="224" id="3354949"]While you're asking these, you might as well ask one more: Why is it that I (apparently) destroy any quest locations I come across, be they arenas which have operated for a century or two, or inns in the middle of my lands? Can't at least some of these be more or less permanent map features that spawn a quest every so often, assuming you've performed the last one to spawn? Sure, with the Arena of the Slakhanan or whatever it is
[quote who="kwm1800" reply="5" id="3354948"]Well, the problem is there is a hard-coded limit on how many designed units I can set up. It's male/female/other and that's it. So races like Ironeers and Yithril are screwed because they have both Golem and Jugg for 'other' slot.[/quote] This I know... but there are ways around this fact, take my female hencman mod... I need the slot of other2 (not there) so the only work around is to either remove male henchmen or give
Yes piers and logging camps can be built if your city is "next" to the appropriate resource. Makes choosing a city location a little more interesting. The mod in question is my snaking mod and it brought back the mechanic that was removed during the beta of FE. and Tremor does work as described at least for me, it just counts the 3 turns with your current turn. Thus, it seems effectively 2 turns of immobilization instead of the 3 advertised. In fact, all turn based effects count
If you would like to write up some documentation with it that would be great. Currently, I haven't added any real tooltips for all the functionality or even a help file. If you would like to try out the program and see what kinds of details are needed for a manual that would be great. I tend to write all my documentation in TeX and then compile this into a pdf. I've not really thought through what people would need to know in a manual. Basically a manual would tu
[quote who="ins2" reply="14" id="3354638"]Parrotmath I HAVE tried the editor, and I absolutely LOVE it!!! It will be a great tool to those of us who wish to generate more quests for the finished game, and will definately help add variety to the quests so we don't have to encounter two same ones in a single game... Of course, your end goal of 80 new quests will also be much appreciated by everyone as well Many thanks for your tireless efforts to make the game the classic that it
Not knowing exactly what you are doing, you can produce a similar effect by utilizing the special slot. Create a special unit for particular race. Mercenaries should be hirable from the Capitar and thus, you can add another unit (like the Golem and Juggernaut) and call this one Merc. If you choose merc you get a variety of traits that you can force this unit to have and not have utilizing supported model type. You can then reproduce all the traits and abilities and add these special requ