parrottmath

parrottmath

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

A possible fix for this is to maginfy the food requirement for levels as well as the food output of the resources. Levels instead of 100 food takes 500 food, but each thing gives instead of +5 food more like +50 food. This will definitely make growth more of a factor and the food caps would be less reachable in a short amount of time. Obviously I exaggerate with the numbers, but I think the ideas are sound.

79 Replies 273,356 Views

For your other mod you may have to edit the configuration file (go ahead and look at my files to give you an idea of how it's done).

232 Replies 641,915 Views

It took me awhile to figure this out. What you do is the following: This is for your improved faction color mod First get your zip file with the mod save this file https://dl.dropbox.com/u/8654092/Configuration/Improved%20Faction%20Colors%20v3-13-v3.configuration.femm as configuration.femm and place it in the root direc

232 Replies 641,915 Views

Take your units folder and zip them up and ship them out. I support this idea, but I sadly don't design any units... well not beyond my mods.

2 Replies 7,776 Views

All of my mods support it. Snaking Henchwomen Summonunits (both versions) Amarain Sacrificial Elementals River City Bridge

232 Replies 641,915 Views

Look forward to seeing a future version. I've tried this version, but my screensize is not your size and so I can see all the buttons. (scrollbar necessary). Also, for item type there can be multiple choices that can be done here. For example, some of the robes are item type 'torso' as well as 'head'. I look forward to start using it.

4 Replies 5,224 Views

I know, but I was thinking of someone who changes the vanilla ones, it will keep compatability with that mod. Plus, if you ever decide to change your stats on your elementals, then I still want to be compatible with your mod without any changes to my mod.

43 Replies 31,681 Views

[quote who="ev4debug" reply="119" id="3286737"]Incompatiblity between module (for the same mod) added to the TODO section of Development status[/quote] Sweet. Thanks for checking the config file and I have fixed every one of my mods to work with your manager. ;)

232 Replies 641,915 Views

Heavenfall for my stormworld compatible version of this mod, could I just eliminate my copies of the summons (since they are in your game anyway). Just have your mod as a required mod.

43 Replies 31,681 Views

[quote who="Mistwraithe" reply="1" id="3286700"]Stardock are really starting to stumble with FE, these bugs needed to be fixed well before release. It feels to me like there isn't a dedicated testing team at Stardock, or if there is they just play the game superficially and don't actually analyse in depth what is going on.[/quote] I wouldn't speculate on this too much. This game has a lot to analyze and there are a lot of different things that may be causing this bug. Good

29 Replies 258,629 Views

Sweet. There is another idea about compatiblity within a single module. I have 2 versions of summonerunits, one stormworld and one vanilla. Is it possible to add incompatibility between the two. Namely if I select 1 I cannot select the other and vice versa. Here is a combined version with the configuration.femm included https://dl.dropbox.com/u/75549875/Fallen%20Enchan

232 Replies 641,915 Views

I like that you can install these mods, I'm adding the configuration files to each of my mods (thanks for the model there). Is it possible to add a unistall feature for all mods. Namely if you deselect all mods then click install it should remove all mods from the folder. (not necessary, but it would be nice for the end user).

232 Replies 641,915 Views

No problem. Maybe I should redesign the construction tile so it looks more under construction. In regards to the icon, I honestly didn't know where that construction icon showed up so thanks for pointing that out to me. (I don't play with the cloth map much) If you had pedestrians you could see one of them hammering on the bridge, but I'm thinking I'll add a plank that is in the water or a pile of lumber on the tile.

42 Replies 140,980 Views

The picture of the first bridge is a bridge under construction (so they haven't finished the bridge yet and so their are missing pieces). I don't quite see the rocks floating in the river. From my tile design there should be no floating rocks. (If I could get a better angle). The cloth map picture Icon for under construction I will fix. I forget to work with the transparency. Thanks for pointing this out.

42 Replies 140,980 Views

I've updated the summoners mod to include quest summoners. I will soon update the mod to full compatibility to stormworld. @Heavenfall do your FireElementals (and other elementals) have the same tag in your mod or did you name them something else? I need to know to update the quests to work with your mod.

43 Replies 31,681 Views

[quote who="Sentinemodo" reply="18" id="3285437"] parrotmath, how about making a configuration file form Mod Manager? would make it a lot easier to be able to manage them with that tool.[/quote] I will look into making this configuration file, but I was waiting for the Mod Manager development to calm down so I can learn some of the syntax.

42 Replies 140,980 Views

Also, sometimes if you report your problem there are enough people here that may know a solution to your particular problem. But I've always found quick and speedy responses on the forums.

9 Replies 7,389 Views

[quote]Can't upgrade henchmen weapons and armor. Haven't tried the "upgradable weapon" in design.[/quote] Henchmen are like champions. You upgrade their weapons by shopping for them and buying the individual items.

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[quote who="Alstein" reply="26" id="3285635"]but I don't think anyone is doing a base game rebalance mod.[/quote] I thought that was supposed to be master of affliction mod.

79 Replies 273,356 Views

Alright time to raise new questions... what is the point of ? I noticed that a unit can show up without this tag set in unit creation on the xml, but if you do set the tag you must put this unit in the race types. So, what is the point?

47 Replies 35,372 Views

I look forward to 1.1, and I enjoy actually feeling apart of the game discussions and design decisions. What is the word on snaking? Are you bringing new mechanics here or allowing modders more control on these aspects.

79 Replies 273,356 Views