parrottmath

parrottmath

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

[quote who="Heavenfall" reply="36" id="3293106"] If you have all the units with UnitStat_BG_IsMilitiaAbility then you are set. Oh yeah, you need to add that to the vanilla militia units. No impact if people don't have SW.[/quote] Thanks answered my question here... will post an update with the vanilla with these bonus options and I've updated the cloaks for the frost giants militia archers.

61 Replies 47,775 Views

[quote who="Heavenfall" reply="33" id="3293102"]There's militia with bows and crossbows. Yes, some things get defined twice because my *coreunits.xml is 100% automatic and the other one isn't.[/quote] Could you point these ones out... I only found the militia with the crude shortbow for each of the races. You have so many files to search through...

61 Replies 47,775 Views

Hmm... I've tested it out and all I can design are male henchmen from sratch. I know that I can set it up to design henchwomen from scratch, but that requires editing fo the core files. But in either case one should be able to edit both male and female henchmen with all the available traits.

55 Replies 47,026 Views

[quote who="Heavenfall" reply="26" id="3292887"]You have to add the supportedunitmodeltypes to the frost giant cloaks, also the same for everyone using bows/crossbows (they have special artdefs)[/quote] The militia units don't use bows and crossbows do they? I've only done triage in this programming picking specifically the art defs that will be used by the militia, I didn't see anywhere militia using crossbows or bows. My next feat is to apply your cloth armo

61 Replies 47,775 Views

There is no need to redefine the armor, and if there are no vanilla factions then the other files are not being used. It was laziness on my part and it does prevent issues for the majority of people.

61 Replies 47,775 Views

fixed... making pedestrian centuars is going to be Heavenfalls skills. I don't have any 3d modeling skills. Or tools to do so.

39 Replies 27,617 Views

[quote who="Heavenfall" reply="11" id="3292606"]For weapons you generally want to add all the unitmodeltypes that have been used.[/quote] Namely if you don't put in the artdef it can be used by everyone.

11 Replies 9,837 Views

Fixed... forgot to set an internal name correctly. It should work now and I found another error with the quest... you shouldn't face 1 level 1 air elemental but 3 air elementals in the first round of battle.

43 Replies 31,697 Views

Found the error... forgot to make a special Air summoner... DOH! Glad you like the quest... seems it didn't make it out of testing phase. At least you got XP for the moment. I'll make the unit and post up a correct file tonight sorry about that, thanks for the error catch.

43 Replies 31,697 Views

Supposedly... Kyro mentioned this awhile back. https://forums.elementalgame.com/434521 [quote]We're planning to do a demo, but the team needs a break first [/quote]

2 Replies 9,329 Views

Each city type and hub can spawn a unique set of defenders. Some mild changes to the core-improvements and you can set up a large vareity of defenders for a particular city. I don't think you are going to fix the city spam "problem" by adding special defenders to these cities.

61 Replies 47,775 Views

I don't know of a good one of the pre-designed versions. But looking at these particle effect it doesn't seem too difficult to make a ball of light somehow. I recommend doing maybe a rainbow effect, I think that would look neat as it traveled through the air. But really it is up to you, I just thought it would be nice to make a light side equivalent to your dark side staff.

11 Replies 9,837 Views