parrottmath

parrottmath

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

[quote who="wildez" reply="884" id="3290867"]Legs only appear when you create a Character/Sovereign and choose one of the three available mounts under Appearance - Equipment. Maybe one of the three mounts could be set as default so they don't look legless in the Faction screen?[/quote] If I remember right it is because these are rendered later in the game. If he used the mounts the heads of the mounts would be sticking through the bellies of these peoples... not sure thta this is

1,118 Replies 2,455,336 Views

If you go to your pref.ini you can set your resolution to 1280 x 720. DisplayWidth=1280 DisplayHeight=720 UseDesktopResolution=0 Fullscreen=0 The game should run in this mode for you. Not sure if you can have it fullscreen though... my tests were unsuccessful on that front.

4 Replies 5,714 Views

As far as I know there are no shadowbolt staves... but follow the model of the fire staff for ranged spell and switch the particle effect to your shadowbolt. While you are doing the shadow staff you can also add in a light staff, shoots a white particle... same type of effects to balance between kingdom and empire. Just use the artwork from another staff and attach a particle effect that makes it shimmer dark energy like the burning staff is on fire. This is completely doable.

11 Replies 9,836 Views

It's a bug... If you add in your .xml file of your unit sovereign... there you see a . This is where your story is... add What you will see in your book It should show up for you there.

4 Replies 20,001 Views

[quote who="KingHobbit" reply="9" id="3290723"]Quoting ohgoditburns, reply 8That's not a balance argument. Also, damaged units replenish with presumably new troops when they heal. exactly, units of a group get killed in action, they reinforce their numbers, and they are at the same experience.[/quote] An argument is that you have raised the amount of soldiers that must work together... take a group of 6 people who know how to work together and function

10 Replies 12,590 Views

Click on spells, items, skills then click on the star and click on the spell slot you want it to be.

8 Replies 9,840 Views

It auto-extracts the zip files into your mods folder folder from your repository folder full of zipped mods. MODS directory ..\Documents\my games\FallenEnchantress\Mods Repository directory the one I chose. ..\Desktop\FallMods All my zipped mod files are in ..\Desktop\Fallmods when I want a mod I select it and it extracts the zip fil into ..\Documents\my games\FallenEnchantress\Mods If the mod does not have a confi

232 Replies 641,923 Views

It doesn't read mods already installed in your mod folder. What it does is keeps a repository (a place you keep the zip files of all your mods) and it reads a configuration file in the zip file and shows these up. when it installs the mods into your correct mod folder it creates a file to let it know what mods are installed. Make sure your repository folder is not the same as the mods folder in your documents.

232 Replies 641,923 Views

[quote who="crimsongekko" reply="42" id="3290742"]what's that "string not found" in the display options?[/quote] I believe that is the outlines for units.

48 Replies 79,025 Views

[quote who="Alstein" reply="39" id="3290689"]Suggestion: for these private builds, dropping a link to the old build or auto-including the old build in the installer for official final patches such as 1.1 might save folks a good bit of headache. [/quote] I'm sure he could set it up using the mod manager ;), just needs a configuration file. Like this one <a href="https://dl.dropbox.com/u/75549875/Fallen%20Enchan

48 Replies 79,025 Views

I've noticed a little graphical glitch that I haven't seen before... It appears that some land is unloaded from memory and now I can see through the ground to the bottoms of these trees.

48 Replies 79,025 Views

I've updated a new tile called swamp gardens... I combined the two new tiles together and they are now on nexus mods. Swamp Gardens +2 to poison attack. Pitch Pits +2 to fire attacks.

32 Replies 13,904 Views

The task is going to be difficult unless you set up a trigger that will warp the players to their appropriate starting locations... or set up a 1 2 3 4 5 6 7 8 teams starts with messages on who goes where for the players... I'd really be interested in how you are going to accomplish this.

16 Replies 18,997 Views

Here is a quick edit for all of my improvements that allow snaking to happen...I'll update the rest of the files when 1.1 comes out so this is a hot fix. https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/StormworldCompatiblity/ParrottmathImprovementTypesStormworldCompatiblity.xml put this in your mods directory.

32 Replies 13,904 Views

For those that are curious it appears one cannot built any city improvements where land units may not travel. So building on moutains is a no no here as well as mountain sides. Also, whenever improvements are built, the game immediately makes the 2x2 area flat and so building things that you don't want to modify terrain doesn't look pretty... I'll add a swamp garden for toxic damage (and maybe some + for food... bugs are tasty)

32 Replies 13,904 Views

There is a map here https://www.elementalgame.com/fallen-enchantress/world and you can see roughly where each of the kingdoms and empires are located... I would do this myself, but I didn't buy the DLC. I'm not sure about exact locations though.

16 Replies 18,997 Views

No biggy... It is a simple copy and paste and it can be included with your files alone. The extra barred terrain shouldn't effect the logging camp and pier stuff. Plus, you might need to change the logging camp to allow it to be built on the artic forest and burning land forest...

32 Replies 13,904 Views

[quote who="Heavenfall" reply="16" id="3290425"]Stormworld uses a bunch of new terrains. You'll need to block them from these as well ArcticTerrain_rivermod ArcticTerrain_Forest ArcticTerrain_rivermod_proximity_poisonriver ArcticTerrain_rivermod_proximity_deathriver BurningLands_Rivermod BurningLands_Forest BurningLands_Rivermod_proximity_magmariver BurningLands_Rivermod_proximity_bloodriver[/quote]</p

32 Replies 13,904 Views

[quote who="CaoMengde777" reply="14" id="3290405"]parrot, what about, can u build on mountains? ... or next to mountains? is there a way to "get" a tile is next to mountain? ... then u could make cold, cause some mountains are snowy. or what about a frosty cave? like its so under the earth its always cold.... sorta a stretch but yeah... ... or the source of rivers, the underground waters coming out right at the source are really cold? ...

32 Replies 13,904 Views

[quote who="chantymalo" reply="6" id="3290217"]I have a different problem. I have collected the four pieces of Tyundii but nothing happens. I take them to the protectors temple and nothing happens. What am I supposed to do with them?[/quote] There was supposed to be a cutscene that can be missed if you are click happy... check to see if you have a Tyundii in your party.

15 Replies 20,607 Views