[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
parrottmath
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.
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.
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.
[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
Click on spells, items, skills then click on the star and click on the spell slot you want it to be.
Switch the spell with something else...
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
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.
Yeah, that is pretty funny. It's working as intended
[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.
[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
Yes I did, but here is another screenshot with zoom limit on You can still see the effect in the corner...
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.
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.
It would be nice if you could automate it with a global effect that warps people around immediately as the map startes ;)
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.
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.
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)
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.
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...
[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
[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? ...
[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.
You can place these in your documents\my games\fallenenchantress\items folder and don't have to mess with the core files then. Or place it in the mods folder without messing with your main directory.