parrottmath

parrottmath

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

Thanks... spent too long watching the AI doing its thing... didn't think about the monster lair though, I'll do that one ;) Bandit Summoners .... here we come.

43 Replies 31,690 Views

From the code you posted I've got the arm dealer faction trait... restarted the game... then created a sovereign from that faction and I get the arms-dealer building in my build options. I haven't tested the unlock RandomItem01 or 2 but I know that works from using it from my buildings I've done. That code looks fine to me.

10 Replies 6,052 Views

@heavenfall how do you test such a feature out? I'd hate to release unto the public saying I've got the AI using these summons in battles, when alas I do not.

43 Replies 31,690 Views

That's good to know... any of these summoners are fools if they don't cast it right at the beginning... unless they are fighting ranged units, but that seems a little more in-depth than I'm capable of doing in the code.

43 Replies 31,690 Views

[quote who="Heavenfall" reply="25" id="3289867"]The AI does know how to summon in battle, you just need to set the Ai priority VERY high (like 8000+ high). And there's always mana costs and so on that may cause the AI to ignore the spells anyway.[/quote] I just have to up the AI priority for this trait to 8000 and they will cast them (these summon spells don't cost any mana at the moment)? I did add a range for these summons becuase I think it's silly to be able to summon

43 Replies 31,690 Views

[quote who="MisterAedan" reply="11" id="3289806"]I could have used this in my current game... swamps everywhere.[/quote] This is definitely useful in a game full of swamps...maybe next time ;)

32 Replies 13,904 Views

The Lord Ron is right. For stormworld use the stormwolrld version. He has special summons. You can design henchmen with these summons ability. It is a unlockable trait and any unit can use this trait. I figured the AI didn't know how to use summons in tatical battle :( maybe Frogboy will add that in at some point and then we will get these summoners to work out great. There is really no need to train more numerable squads, except for a mage firepower back-up. I tho

43 Replies 31,690 Views

The unit creation is not going to happen. It is on a global level... I think we can only change the item for sale at particular cities and that is unlocked by the improvement... thus having that code above should unlock those items. I can create a new resource called pitch and then force a requirement that those units need pitch to be created, but that is excessive.

32 Replies 13,904 Views

The sale has been taken care of by the code above. I'll see to the unit creation thing.

32 Replies 13,904 Views

They can be, but then stamps have to be made for them to show up... it is just a process to get them to show up.

32 Replies 13,904 Views

It's really a shame that they don't have random artic tiles that show up on the map... Then I could make something arctic adding to a cold attack ;)

32 Replies 13,904 Views

We can definitely tie these things together. All you need to add this to your end of the code **Your Moltov Cocktail InternalName** **Your Grenadier Stuff InternalName** That will tie it in with this pitch pit I've made at l

32 Replies 13,904 Views

So I created a new improvement called Pitch Pits... it can be only built on swamp tiles and adds +2 fire attack to all your units trained in that town. Here are some pictures of the work in progress (all that is left is to create cloth map icons). Pitch Pit and Swamp Garden <img src="https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/Swamp

32 Replies 13,904 Views

I'm not sure I can fix that with my mod...it sounds like a core problem.

48 Replies 109,497 Views

[quote who="ev4debug" reply="180" id="3289553"]I'm too tired to write a sample config file now [/quote] That was my idea...

232 Replies 641,923 Views

One way to tell if a mod is working is the way the modders do and CHEAT... set up the game to cheat and use a few cheats to see if the functionality is there. It would be nice for a visual que to see if the mods are working, but I don't know how the game could do this easily. It can tell you that a file is there, but it won't be able to say it is working correctly.

2 Replies 6,247 Views

You can set it up to choose each file in your folder... I've done this with my tentstyle mod. But if you have a lot of files this can get cumbersome.

232 Replies 641,923 Views

[quote who="DigitalAbacus" reply="24" id="3289498"]The version is the one for FEMM (Snakingv11c.zip), and it is checked in the launcher.[/quote] That is the correct version that I have up right now. [quote who="DigitalAbacus" reply="24" id="3289498"]FEMM has placed SnakingMod.xml in the folder C:\...\Documents\My Games\FallenEnchantress\Mods\Snaking[/quote] Confirmed that the SnakingMod.xml file is in the right location. [quote who="DigitalAbacus" reply="24" id

48 Replies 109,497 Views