Only found 1 problem the lumberyard, since that pic doesn't use the same convention as the others. I fixed a few others where I used the wrong icon instead of the construction icon. I didn't find anything else and I've got version 1.8 up with those fixes. [quote who="Heavenfall" reply="11" id="3301430"]Quoting parrottmath, reply 10I wrote all the xml by hand and didn't use copy and paste Bad-ass level +1[/quote] Thanks, that was to ensu
parrottmath
Updated. Fixed a few construction icon designs for the cloth map.
I agree with Heavenfall... I made the tent mod and it is not a stormworld issue, nor do I think that Heavenfall should fix the problem of no little centaur people. If I knew how to create 3d models of these people I would include it for heavenfalls mod, but at the moment I don't know how to do this. Also, I don't think heavenfall will be making pedestrians, because he doesn't play with them. [quote who="Sentinemodo" reply="2" id="3301370"]There are several missing tiles in
In the game you have two distinct allegiances. When they refer to Human vs. Fallen, they are really refering to Kingdoms vs. Empires. So, you have 5 pre-generated Kingdom races and 5 pre-generated Empire races. These are Kingdoms: Altar Tarth Gilden Amarian Capitar Empires: Wraiths Trogs Umber Kraxis Quendar Note 8 of these have pre-generated sovereigns for you to play. Fallen also refer to the titans crea
If you are using the stormworld, only select the stormworld version. Heavenfall has special summons. I'll add more summons in a future version that are not dependent on the books. Maybe do a weaker versions of these summons. As it stands if you get these summoner units, they will dominate the battlefield with no cost to mana on your part. The only viable defense is to kill your summoners, which the AI is not that skilled at averting a blocking unit (your summons). After th
Yes, in the xml you will find Mana 5 Change 5 to whatever number you like.
just add the line HillsTerrain This should allow you to raise hills into mountains. For the other, add Land Rugged_Land Fertile_Land DesertTerrain SwampT
I have these summoner units tied to tech that have a 1 in 4 chance of showing up. Basically the book of the winds, book of the flame, book of frost and book of stones. So, it is working as intended. There are also quests that give you summoner units. There should be pre-designed units for each of the races when you research that tech and all the pre-requisite equipment. You should be able to build these units when you can build mages. Namely the staves they have pre-designed wit
Okay... I recommend that you seperate the ability bonus from the unit type (for ease of reading and changing things in the future). like this (This is not necessary for the game though) BLAH BLAH You are correct that there is something already called binding and you should rename
You can probably remove all the game modfiers. Maybe add a gamemodifier like this Ceresa with the ability to bind a death demon This should provide the tool tip when somebody hovers over the ablity, or highlights the ability. (I forget which)
ctrl + M - This will also level your capital city.
[quote who="Trojasmic" reply="274" id="3299108"] the browser just shows me the XML and doesn't download anything. Argh![/quote] Right-click and save-target-as should allow you to save it to your computer.
[quote who="Heavenfall" reply="5" id="3298927"]Try defining a new _other in the raceconfig (the faction). It may overwrite the racetype's.[/quote] It really doesn't... I have the racetype defined in my female henchmen mod with ... . I think the only way is to modify the core files themselves. An alternative (although it would be a mess) is to define a new race_type and create a whole new faction. But that is alm
You can try out my snaking mod. It adds that particular feature that they removed back into the game. You don't have to mess with any files, just extract my zip file into your mods folder and have mods enabled. It does nothing else but allow you to snake to forests and rivers and build the appropriate lumber camp and pier.
Also, depending on the type of random map settings you choose can lead to different outcomes on land fertility. Take for example temperate if you want some large settable lands. Set shards to abundant and you should get a higher chance of getting more essence for your cities.
It should be fixed. But I don't play stormworld enough to test it appropriately
I'd participate (or judge) - creating quests is a fun endevour.
Sorry about that... all that does is duplicate the art Okay here is a fix for you without editing core files. Say you wish to change the merchant to something else. We do this Art_Merchant_New then you need to change the art def to get the tile to work out like so <ImprovementTypeArtDef InternalName="Art_Me
hmmm... maybe you need mods selected. But I was able to accomplish this feat. You must spell it exactly like the object. But if there are issues, I guess the files you need to edit is the coreimprovements file. I don't think you need to edit the file directly just copy the file that you wish to change into your mods directory. Change the artdef to point to your new building.
It's safe to do. In fact if you look at my tent mod I edited all the original buildings and developed a new building style to cause a unique look for some people. In fact if you click on save and use the same name it doesn't overwrite the original building it creates a copy in the documents folder under tiles. Even moreso saving it with the original name will just replace that instance for your game. That means that if you make a change to K_Outpost_01 and save it as K_Outpost
I can build a weaponsmith just fine. You can only build 1 per faction it needs to built in a fortress. Everytime I do it I get exactly 1 of these buildings per faction. The bug to which you refer, is not that of building the weaponsmith once, so much as you can have only 1 and if you demolish the 1 you cannot rebuild it afterward. This problem can show up after you build the tower of dominion... go ahead and destroy it and look you cannot build another one.
worst case senario would be a full re-install (with the switch from beta to public)... never played around with that option though
ArcticTerrain_rivermod ArcticTerrain_Forest ArcticTerrain_rivermod_proximity_poisonriver ArcticTerrain_rivermod_proximity_deathriver BurningLands_Rivermod BurningLands_Forest</BarredT
Fixed... Actually you couldn't build on artic tiles because that was barred... not the arctic tiles that are in the game ;)
Yes. But the fix was to allow the ability to make a shieldman without a shield. I was curious if it was an oversight to not give the shieldman a shield (unit shield).