[quote]Relax the forest/river tile to within 2 tiles of city, so you can expand your city and then build the pier/logging camp once your city stretch out enough[/quote] My snaking mod relaxes this condition. [quote who="dihir" reply="9" id="3291524"]When my cities have expanded into a forest, it has unlocked logging camps for that city. In contrast, for piers, I remember only being able to build them when a river directly faces my city (four tiles).[/quote] It is curre
parrottmath
If you want to change the amount of summons defending your city look into the core improvement xml files. They have the code that hub2_Town / Fortress / Conclave all summon a militia. Which means you can add this ability to other buildings and get a variety of militia defending your city.
Yes, each faction type to which there are 10. Added custom armor for each of these types (First piecemeal, then didn't like the effect on the tech tree), but really now just 1 piece. Which means you have to make a piece of armor, 1 for each tier to which there are 3 Then put art on the armor to which there is up to 5 different categories on pieces of armor. A male / female version for each race and a Big fallen vs. Kingdom fallen type. The art on the armo
Heavenfall I would add the stormworld compatbility, but I don't know the mount points and appropriate armor for each of the militia units for each of your races. I'll add in the background information to what I've got, but I would like some feedback for your things. (Unless you want to tackle that one)
[quote who="Kalin" reply="7" id="3291664"]Oh that's kind of neat, using multi slot to prevent it upgrading into other mainstream items. But how are you preventing the archers from upgrading to the best vambraces? (or is that intentional?) Also, you might want to reconsider the light plate pieces for militia, the weight might end up hurting them more than it helps.[/quote] Actually I'm not using multi-slot to to prevent it upgrading with the mainstream items... altho
Currently this is not stormworld compatible. For complete compatibility, I need to mod some of stormworlds files.
As to the part where you have these special militia only for fortress you are going to have to modify the coreimprovement for fortress hubs to summon the modified militia (that I've made, you will need to change some tags around for this) and leave every other city the same.
It's up https://forums.elementalgame.com/437988 Took longer because I was trying to make the tech tree look nicer, but it's there now. I don't know how to attach the armor to a particular building, but at least it's research dependent. I made single piece suits to make the tech tree look nicer having one picture there instead of five or so. I hope that this was what you were looking to do.<
This mod adds armored militia to defend your cities. Their armor is 1 tech weaker than the current tech. That is If you researched Armor militia gets some leather armor (archers get vambraces only) If you researched Heavy Armor militia get some chainmail (light plate appropriately) and Archers get a more full set of leather armor (with chain / light plate vambraces) I have set up the city militia to not get a full set covering their body, just chest greaves and b
You would probably have to rewrite lethal II to have the pre-req of your new lethal I. Heavenfall might have a better suggestion.
You have to make a spell called... ... Copy the shadowbolt spell for the effects, change a few things for your staff unless you want it to act exactly like the shadowbolt. ... That is what makes the look for the attack. Model it after the flaming bow attack with the spell effect (look portion) of the spell shadowbol
You have to make a spell with the SpellCastEffectName below ... Copy the shadowbolt spell for the effects, change a few things for your staff unless you want it to act exactly like the shadowbolt. ... That is what makes the look for the attack. The other piece that you have written there is the call from the staff i
Is there a way to hide items in the tech tree that were unlocked by a particular tech. Say armor X is unlocked by the trainging tech, but I dont want to see Armor X in the tree.
I have successfully done your first feat. If you don't mind I'll set up the base code and make it a seperate vanilla mod and you can modify and use the code for you mod.
You can do the first one with the way you described it. I have to test it before I tell you that it will work, but I think I have a work-around.
[quote who="Ambermonk" reply="7" id="3291211"]Perhaps this would be a good time to ask the Devs to post a revised list of the current Hot Keys, especially the control keys.[/quote] ctrl+U is a cheat code... you have to be running cheats to use it. ctrl+R cheat completes all research. ctrl+B cheat completes all buildings. ctrl+T cheat teleports currently selected unit to location highlighted. ...there rest of the cheat codes are in another thread.
There is something already with the internal name "AcrobatAbility_Level" I recommend you use different internal names than what the program is using unless you plan on overwriting the coreability.xml There is problems with the object sanity in this game. Somethings will be completely overwritten like units files and somethings that just combine together like abilities. So for here if you want to replace AcrobatAbility_Level to be able be selected at the beginning use
[quote who="AlLanMandragoran" reply="23" id="3291264"]Request a Barnum & Bailey Circus tent! Nice work.[/quote] Well to get that one perfectly I need to make a new model, but I might be able to do something here. But AlLanMandrgoran.... tents = Aiel... you thinkin what I'm thinking ;)
[quote who="crimsongekko" reply="23" id="3291255"]displayname of the swamp garden is swamp_garden[/quote] Thanks... fixed
I have updated the Tentstyle to a newer version... now with MORE tents ;)
Slowing adding more tent buildings and redesigned some existing tent. Up to 91 new tiles ;) Will be posting soon... just a couple more tiles to make and we are golden.
100 yes that will be enough.
Now that's what I'm talking about Heavenfall. I like it.
That is correct in adding these abilities to the sovereign screen is it possible to link weapon and armor cost this way? Would you have to set up a global number that is used to subtract or add to the production cost of each item? If that is the case then one would have to re-write every unit and ruin compatability with several mods. But then again I could be very wrong.
You should be able to add it to the xml file... right click on the file and click on edit (it opens notepad). Then add the line ... edit: You can also open the xml file through notepad on your computer and add those lines to it.