You probably do not have manual placement option turned on in the games options. Go to your options: Go to advanced options: Check the box about manual improvement placement You should then be able to place your buildings to your hearts content. Hold down shift and roll the mouse button to rotate the buildings.
parrottmath
You can get a spell to do blunt, pierce, cutting damage. Look at the gambler's strike for example. It has the attribute defendable damage in it. So I think that it takes into account these defense bonuses. Otherwise I don't know if you can get the target's information from a weapon attack.
BlackRainZ I think you want to use a calculate environment to get the effect you want. CurHealth is not the current health it is the operator give health (cure health). So you set it negative value to drain health. You want to use more like [Unit_GetHPCurrent] or something like this to grab the targets current health. Check out the spell Cull the Weak for everything you need to model the spell you are going for
I think some of those defensive traits show up in the level up process. I recognize some of those traits in the champion level up.
Maybe you should provide a degub error.
You can edit nearly everything. You just can't create a generic henchwoman from scratch. Although, there is a little glitch about sometimes not being able to change traits, but it's not consistent and I think it is more of a vanilla problem, than what my mod does. Have fun with your valkyrie spear women.
It was the rumor that you are working on an item creator. If you are then I'm refering to the code on supported model types. - - HenchmanFemale </Ga
You can buy these horses from a Mancer race, just like you can buy altarian leather from altar.
[e digicons]:blush:[/e] Forgot about the shield... [e digicons]|-)[/e]
Yup its the legacy of serrane that grants you the white war horse. They really should put that in the tool-tip for it
Were you playing the race that has the warhorse as their special tech. (I think that Mancers only have access to this war-horse), everyone else gets the brown and black horses.
It's on fallen enchantress nexus http://fallenenchantress.nexusmods.com/mods/15/ It's also on wincustomize https://www.wincustomize.com/explore/elemental_fallen_enchantress/20/
Did you mod the game any? Because I'm at a loss here.
I reread your post. You do need to research leatherworking to get defenders. The defenders are designed around their leather armor.
You can only build them on the river and forest tiles that they are meant to be built on. If you build them anywhere let me know so I can fix that problem. I have not programmed anything for the AI. But, if the AI city so happens to move to these locations, then I don't see any reason why the AI won't build these buildings, as they are available. But I haven't done extensive testing of the mod, I was just excited to get snaking working.
I should have read this when I tried modding some things. Would have saved me from these similar discoveries :)
I can train them just fine. Did you hide them by accident?
If you make a champion with the path of goverener they can get the trait called road building and would be able to build roads. Also, if you want it's a pretty easy change to the game to mod road building for each of the races.
[quote who="Murteas" reply="253" id="3279281"]The other way I can think of is to create a custom map that you populate only with your quest and a starting point for you & an enemy on an island. You'd have to mod the xml though to get your quest as they don't show up in the workshop.[/quote] They actually do show up in the workshop. My test quest showed up at the very very bottom. The item editor would be a nice feature. Part of the features that needs to occur is t
Couldn't a person make a tiny map that has the quest on the actual design? Then you can test the quest to your hearts content. Edit: Yup that should work. Just place the quest next to each start point and you should find it without cheats. Time to create less than 1 minute :).
Okay there were some pre-requisites for the unit that need the race type to be ironneers... So you need to make new units for it to work. Here is a file with it all. https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/IronGolems/AmarianIronGolems.zip Just place this in your mods folder (or you units folder if you don't want to select mods to run).
what ever you like ArmarianIrongolems.xml is one suggestion.
[quote who="Grizzyloins" reply="3" id="3279238"] do the mods download directly to the game or must one still do different cr*p for each mod to work?[/quote] I think that will depend on the mod. For my mods just extract the files into your documents\my games\fallenenchantress\mods folder and run the game with mods enabled. I've tried to make each of my mods to be modular.
I find it interesting that the review made no mention of the wildlands to conquer in the game. It really seems like they played maybe 50 turns of the game and quit, and wrote a review. I know that there is a lot more depth to be had in the game at later turns, but it is what it is and it very well could be that the game didn't grasp the reviewer.
That sounds like you have the missing tree bug. Run the game in administrator mode once and that should rectify that problem.