Well I've uploaded the files to nexus (can't upload images for some reason) and win customize (been waiting a week now for them to update themselves)
parrottmath
The techtree is in your fallenenchantress\data\english\only-sp\ You can create new techs following the format in the xml files. You can also specify a new techtree for races to use by creating your own tree and changing the race config file to use that tree instead... haven't played much beyond creating new techs.
@rlane48 I believe so... I've added a new mod for the manager... TentStyle - the new building tent style.
Add mod manager support and the capability to change the building style of each of the kingdom races (if not all of them). This does NOT overwrite any of the original race configs and so you can play as per usual with mods on to see building style and mods off to go back to vanilla look... Well I hope people like this.
I actually had Tarth in mind when I first started this endevour... The reason the monument has changed to a swordsman on the ground...
I have now redesigned 82 buildings for the kingdom faction. Each of the buildings are lower to the ground and more spread out. The World Wonders (Like the great mill and such) are the same. Same with mines and shard temples... Let me know if there are any issues. If I decide to do another project like this just tell me to use something besides notepad to edit the xml files... Future updates to this mod will be to include thumbnail images of ALL of the newly redesigned im
The story goes that there was a prophecy about a power rise in the east to end all mankind. So the Queen sent Relias to get the oracle, a girl from the age of legend, that was entombed by Curgen (Big bad dude). The oracle was kept in the temple, but was ensnared by Curgen via the life stone. Ceresa was warning Relias throughout not to free her because she knew what would happen when he did. The first attemp to free the oracle was too much for the apprenticed mage Shirayne to handle. B
Are there any suggestions on what I should do with the more unique type buildings? The towers, special monuments, world wonders?
I suppose now somebody can make the hebrew faction and set this as their building style.... no need to really mod anything else in... I suppose you'd want to change the salted pork ;)
I've done a considerable amount of modification to each of the buildings. I'm keeping with the theme of being small and not building up. Screenshot above is updated. I'm thinking I want to change quite a few more buildings before I release this onto the public, not sure if people would be happy with only about half of the buildings changed. One major issue is that the end-user is going to have to edit their own files to get the game to see this. Otherwise I'm goin
The percentage would have to be based off the total hitpoints of the unit in order for that to work. But it is still a result of a melee applies spell on all the weapons.
Not true if you get the spell to take level into account. It is a horrible rebalance in the tatical battle that you are doing. This blood trait would have to magnify and nerf a lot of things depending on unit sizes... I don't envy the job you've taken on.
Well you can add a bloodtrait that activates a spell at the start of battle... that will raise hitpoints depending on the number of units in the army. Say if you have 300 units, then +1 hitpoint per unit.. but if there is 1 unit then +300 hitpoints or something like that. Add it to all the blood traits and that might do what you want.
Its meaningless wording. In general all their stats have a per turn.
Almost ready to add a complete new building style. The intention is to give a flavorful look of tents for all buildings. Giving an image of a nomadic city. So far I've got 92 redesigned buildings. It is modelled after a kingdom empire, but will have to either mod the config for the core races or you custom race you made. There are several buildings being re-used for the moment. I should have a beta version of this building style by Tomorrow (late tonight
Then it looks like you will have to multiply the base hitpoints of everything by a very large factor if you are going to accomplish what you are trying to do.... Otherwise it is going to be like heavenfall suggested a spell that does what he suggests. Then you would have to edit the range attacks as well to do the same thing... Not looking like you can do what you want to do.
[quote]and what is this influence[/quote] Influence is stardocks way of dealing with your character having pull to change things in their favor. People with a lot of influence tend to get what they want, but they lose that influence if they use it too often. It becomes useful to convince others to fight for you in this game (hence the influence cost of henchmen, scions, etc.)
Another way of doing this (although it will take a long time) is to create identical weapons (different tags) that are only for designed units. Thus you can set the weapon damage for these really low and shouldn't break things between champions and units. But other than that I cannot think of a good way of doing the system you propose.
Should we use these comma to ensure that required items are installed, or can we leave them off of these items that are already flagged as required?
[quote who="hareamao" reply="13" id="3287497"]Thank you! It works. However, why does it auto rotate back to 45 degree view once I release the wheel button?[/quote] There is a setting in the options that you have to unselect... under advanced called snap back when rotating.
[quote who="Heavenfall" reply="28" id="3287322"]I haven't noticed this before so I wonder if it was a stealth change in this version. Apparently when I recruit champions from the same race as my sovereign, their gildar recruiting cost goes down 50%. Or was that put in an earlier patch?[/quote] I've noticed this in the beta. Although it wasn't that large of a difference.
[e digicons]8C[/e] Your right... put it in the wrong zip file on my comp. It was in the other one... [e digicons]:blush:[/e] fixed.
Heavenfall suggested that this wouldn't be possible to do. It is the main reason why I didn't try. If you do succeed in placing a bridge over one of his rivers, then the tile artwork would disappear. If you were going to do this you will probably have to change the terrain types of each of SW river type. But this will lead to art issues with SW rivers.
I think it is intentional. It is what you call the city on your map. If you decided to label France on your map Food Country, I'm sure they have a beef with it, but it is your map.
bump for fix in 1.1 ;) its in the file K_Fortress_03.xml