I've done this with my summoner mod. If you choose an earth summoner you cannot choose an ice summoner. One could only have one of these traits at a time. Edit: Although, looking at your situation it may be that you need to work out a system of pairs of traits... one or the other.
parrottmath
So, I've updated the quest editor a bit. I've found a few bugs and fixed them stealthly over the past few days. I've updated the quest test run to include a log file for you to look at after you visually ran through the quest. It will report items that are given goodie huts that are spawned. Conditions that need to be met. It will aslo provide warnings in special cases where an internal name is located and warn you if it is not there. Out of curiousity has
I will figure out a work-around to the problem. One issue is that this is a modding thread, but the other more important issue is that they have in-game spells that are literally broken because of this problem. The modding threads I do not think they get viewed as much, but there is a more serious issue of they have a spell that is broken because of the tag. I'm more confident that they can get this fixed without a patch like they have done for other spells b
Another point about the legendary heroes is that when using units in battle, they actually become less useful as they take damage. You start with a stack of 9 gets hit lose 2 units now it is a stack of 7. Their damage potential has gone down. The Heroes part of the game simply put is that the heroes potential at the start of the battle and at the end of the battle is the same no matter the damage they get in battle. I for one do not want to change the mechanic, the game has already se
An update for this particular bug. The fact is that the modifier is not functioning as intended. The modifier changes the "Target" of the spell and thus all the tags that are associated with "TargetUnit" and "TargetCity" are not directed specifically to the caster. Thus, any spell that has the tag the target for that particular modifier of the spell will be the caster and you cannot use any data to the spells original
The third bug in the main post is a typical problem of the fact that you are already on the quest that the quest mrker would spawn. Namely if you finish your current quests you will be able to get tht quest marker. I really think some flavor text should be placed when walking over these quests markers that you are already on "Everyone here seems to be too busy to talk to, and you are rather busy with the quests you already have. Maybe you should come back after you finished a quest."<
I did some more testing and it appears that Heavenfall is correct in the fact that "TargetUnit" on the apply to caster tag is equivalent to "CastingUnit", I'm going to do more testing to get the same result, currently my only thoughts are to use an area effect spell that will tame only at the centers radius and give mana to all units around it equivalent to the creatures level by applying the modifier to the tile. This will be the only other work around that I can think of at the time bei
For the walls, you need to pop-it open in the editor to make the actual pieces, but I haven't delved into defining the wall type, which I was going to do in my tent mod, but after editing 90+ buildings I didn't feel like doing anymore.
I'd say turn off enemy cities gui if they are not within your fog or war. If you have a carvan there the fog is lifted anyway so you can see what is going on with that city.
Looks like bug to me, as long as you were playing Umber...
Impressive work, might I suggest that all city types build city walls that you might put in several different types of wall looks as well. Currently they have two looks for each fallen and kingdom, but it would be nice if conclaves build a more magical barrier type wall, and towns build the more standard hedgewall, while forts build a stone wall type thing. But it looks good so far.
[quote who="Heavenfall" reply="4" id="3354075"] It was in the E:WoM manual, not exactly secret but I guess not well known either.[/quote] Shhhhh... it is not well known that books contain information. I'm looking forward to see how this senario is produced, is it a fixed sovereign or do we get to pick and choose a sovereign character similar to a sandbox game... I like that picture with statues towering overhead... Kudos to the person that did that.
You can do a 0 that will get rid of any mainenance cost on the mercenaries. If one needs a wage on them, then you might have to look at providing yourself a negative merchant ability and giving them that. But I think maybe the tag 1 This tag is on all the champions and I think they cost only 1 gold per turn. That might be the fix you are looking for, not sure though.
I checked the XML, the unit to which they refer is not in the files.
Then it really should inform the user of the fact. Most people will think its bugged (as has been posted countless times). Slight wording could fix the whole objective problem. "Return the blade sheathed" or something along these lines. Plus for people trying to make quests, I think it would be good habit if they put in the tag quest ends.
They also have another file names confusion... so I couldn't say for sure. Urban dictionary says that confustion is the combonation between confusion and frustration... but who knows.
I do not crash on this quest and looking at the quest file I don't see any mistakes with it.
I'm not sure if it is possible to force a conversion of a worldresource because of environment change. It is hardcoded to convert the life and death shards as indicated depending on the environment. The most that someone may do is to create a coreimprovement on top of the resource that provides what you want. But to the topic of the flooded graveyard, I think there should be at least an alternative resource (not necessarily of conversion resource) but another resource altogether,
Nope intentional... they have that file.
I've uploaded pictures of the initial editor for those that don't want to try it out and can look what is going on. The pictures are automatically loaded from the file that is indicated in the file from the LH directory (or the user document directory (as long as people have things installed in the usual place, you shouldn't have to edit the directories), and placed where you would actually see the picture. Clicking all the buttons will run you through the quest, throws a popup in
[quote who="N1ghthavvk" reply="8" id="3353698"] Quoting Azunai_, reply 7 (i guess i'm not the only c# programmer on this board, in my experience half the people on game forums are programmers ) I can only point to this and say: "It is the truth." Although I am not able of C# programming... So I wont be of any help here. Maybe I'll look into the designer itself one day. Not today though. And probably not tomorrow. Also please keep us informed
The Assassins blade quest needs to be fixed. (Noticed this when test playing this quest with my editor). There is un-expected behavior at the end of the quest, it really needs the tag 1 on objective 6. (Otherwise one get unexpected behaviour from this quest). Furthermore, I suggest for objective 6 that maybe a return to quest start location be another condition added to the quest. I ran the quest on a map that forced it to spawn and I couldn
It all depends on the files XML data. Most of the traits and abilities are additive and not replacement values. The fact is that the upgrades are not replacing the previous skill they are combining with the previous skill. This is why when it is +1 +2 +3, it really is +1 to +3 total to +6 total. They are much more interesting (benificial might be a better term) traits than people first preceive.
[quote who="ElanaAhova" reply="5" id="3353652"] Yea, when its ready, I will be happy to design some nice story based quests...[/quote] It works and I've already designed quests and tested quests on it. What is missing are the error checking features and some help lists for the internal names. The other problem may be the UI is not desirable for other people to look at. Give it a go and tell me what you think. I tried to get rid of all the quest breaking bugs from i
Your absolutely correct, the unit it tries to add to your army doesn't actually exist in the unit files. Edit: The unit was a pull over from FallenEnchantress that didn't make it into LH apparently.