parrottmath

parrottmath

Joined Member # 3119455
208 Posts 3,333 Replies 25,812 Reputation

They already have the ability to spawn creatures from a pre-established lair. Thus, you can set up an Ashwake dragon to have babies and start wandering (as per done via the lair in the goodiehut things. As for setting up lairs from that would need to be set up via the monster themselves (not sure how to go about it). I will have to think if it is possible to set up an evolving world as you suggest without adding any features.... I'll have to contemplate this because there are ways of spaw

10 Replies 9,966 Views

I truly like the fact that I can change a lot of aspects of this game without breaking into the code. I have absolutely never modded a game before this one, and I find it fun to experiment and get things to work out. There are many aspects about this game that I find truly enjoyable and the ability to change a small feature really makes this game into a grand production. I just wish I had more time to devote to making some really enchanting things in this game.

0 Replies 2,355 Views

[quote who="Wraith367" reply="5" id="3341103"] Had a friend interested in getting this - but the sale is no longer going on? It is definitely still the weekend...[/quote] The sale is still going on at stardock.com. IF you add fallen enchantress to your cart you see the 50% off.

7 Replies 5,849 Views

You probably want to send them your debug.err file and tell them the problem so they can try and track down the issue. At the very least you can tell them your video card and settings your using.

4 Replies 4,050 Views

I would say that staff mages get an autocast at the beginning of the battle that increases their defense slightly (mage bubble) and their resistance to the appropriate element (fire staff = fire resistance) and such. This is easily put into the game as a mod. A close range spell also would be nice for the staves, a 5 mana flame burst (fire staff) that damages all enemies around the caster (or everybody around the caster) a swarm counter. Or a pushback spell to give the mage some

61 Replies 73,361 Views

Would this be possible with a random event trigger. Say the particular spell you want to cast it's effects set up as a random event instead. In effect it would be an autocast (as long as the player has a city).

10 Replies 9,966 Views

I have a fix for this spell that the devs can use. Change these in the tremor spell and you will get the dodge set to 0 for a duration of 3. Not sure why the calculation method of adjust unit stat wasn't working, but here it is. Unit SetUnitStat UnitStat_Dodge<

3 Replies 2,255 Views

[quote]Spears are next in balance - probably the best weapon as far as balance goes. Neutral initiative, average attack, and impale which is hard to use because how often can you get around the end of a line of enemies?[/quote] I say that is a good AI going on in the tatical combat. I think frogboy did a great job there. [quote]Axes are more balanced now that they are all 2-handed. They are neutral initiative, have high attack and get cleave. No real counter-unit though. Cleav

61 Replies 73,361 Views

I see the idea and the mod is simple to make (copied basically the blink spell add a range effect and put in the effect to act immediately afterward. I chose a range of 4 because i didn't want it to be too much more than the unit can move normally and gave a cooldown of 5 rounds (like most other abilities). The only thing I didn't check or play with was with the AI, but I don't think that I could do any of the AI stuff. The spell effects and sound effects I chose

3 Replies 6,222 Views

Making pioneers mounted is not that hard. Make a special type mount (i.e. copy the basic mount and remove the resource requirement) You know make a donkey type mount and add this mount to the equipment of a unit called pioneers (with a pre-req of your race) and then you should be able to build your mounted pioneers. All you really need are the following modifiers to make a pioneer. (Also, you should make these units non-designable). <Mod

72 Replies 310,882 Views

On the Senario Creation stuff is it possible to allow the player choose their own sovereign. I know of a workaround, but really would prefer to use the in-game editor instead. From looking at the FE campaign, it is unclear if it is possible.

0 Replies 1,514 Views

[quote who="abob101" reply="4" id="3340870"]The idea I had though was to use the Turn 1 trigger to fire a different quest for each faction (trait).[/quote] There is a restriction that a random event quest can only be triggered if a player first has a city (I don't know of a way around this requirement). My only thought prior is the only one I could think of at the moment. Quests themselves are one giant if then statement, following the format there you should be fine in creating o

10 Replies 15,700 Views

If you would like your back-story to also be displayed include this in the .xml file of your custom sovereign. You are a nobleman who fed off of the last resources available to the great houses of Resoln, during the collapse of the old-empire, to prepare himself to rule the post-cataclysmic world. He obtained schooling in military tactics, natural philosophy, and what little remained of magic-lore. He also exploited what wealth he could from the old-empir

2 Replies 4,637 Views

[quote who="abob101" reply="2" id="3340556"] Yeah it'd be really useful to have a quest only fire in the first place for a specific faction though. Image something like a LOTR mod... quests would work great... but you'd pretty much only want certain things to fire for certain factions. Eg. On turn 1 the Shire faction gets a quest "take the ring to mount doom" or whatever.[/quote] This can be achieved carefully and cleverly though. For example this random even

10 Replies 15,700 Views

A feature request to highlight the explorer button when exploring is activated. Less of an issue now that I see the path that a unit is taking, but it would be nice to know that it is because they are exploring.

139 Replies 443,512 Views

Maybe make a fake resource that the player cannot see and give each player a certain amount of this resource that is required to build the building in question. If there is no way of generating this resource (for example give it to the player when he builds his first city), then he can only build your building exactly once. Unless he removes his entire empire (or knows of the exploit to get a lot of the I can build it resource). Or think of another way of giving someone this resource

14 Replies 6,713 Views

I generated a map and looked at the whole thing and saw this (debug error file for you https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/debug/April4/debugbadstamp.err ) The non-map version (as you can expect) doesn't have a river tile where it

1 Replies 3,533 Views

Alright... so I made a newer version of a waterfall fix, cause it's fun creating stuff in the workshop and tweaking the looks of things. I noticed another problem with shadowing around the waterfall here, namely it doesn't look right or work as intended. https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/Waterfall/LHversion/River_CliffEnd2.zip <img src="https://dl.d

7 Replies 3,249 Views

[quote who="FatNonFree" reply="2" id="3340449"] You fixed the waterfall last time! Good work, the Force is with you![/quote] Thanks... I don't want to step on any toes at stardock. They have done some amazing work over there and the fix here is just a temporary fix. If you see there is a gap where the waterfall is and the edge of the stones in both pictures, that needs to be closed in, maybe I'll close it in further and make it look a little better. One major iss

7 Replies 3,249 Views

I was playing Gilden and just moved my pioneer units, when it warped over to my next set of units movement. Two of the movement dots stayed on the screen thereafter. (Probably a memory problem, I played an earlier game and didn't restart the game) I reloaded the saved game and the reload has fixed the problem. If you want the save let me know. Here is the debug error file http

0 Replies 1,047 Views

Dual Wielding Great Axes... "You keep using that word. I don't think that word means what you think it means." Lore - How Juggernauts are made... somebody told a Yithril that their great axes are really hand axes... They grew into a beast and then he showed them how great their axes are... I really like the fact there are dual wielded great axes.

109 Replies 74,837 Views