parrottmath

parrottmath

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

I've updated the post to do less updating to the core files. Almost to the point of not changing any core files, but still need to figure out the coreclothes.xml file. If somebody knows how to do the change please let me know.

55 Replies 47,001 Views

[quote who="Lord Xia" reply="7" id="3277889"]I want Henchchickswithdicks![/quote] Do you really want this? I can make it.

55 Replies 47,001 Views

To make a henchwomen for another race would be straight forward to do from what I've done. The core files that I changed are because of some memory issues (I get headless people), otherwise I wouldn't have to change any files. So you need to change the coreracetype.xml to add in your created characters as well as set up the generic_henchwoman. you need to add Generic_Henchwoman to coreracetype. Limitati

2 Replies 4,039 Views

You can edit the way they look, just not the triats. That is the cost of not changing the core files. I will try another format to see if I can do it without changing the core files... I just had issues with some memory problems (namely these units were equipmentless).

48 Replies 205,586 Views

[quote]Fixed an issue where you could get floating waterfalls after casting Raise Land (fix from Parrottmath!)[/quote] I must say this looks good ;)

45 Replies 48,238 Views

I've set it up so you are not changing any of the game files, just add this to your units and you can have the basic female henchmen. Basically the female bard, female sheildman and the female torch bearer. (It's like designing your own units in the game, put the appropriate file in your units folder in your (documents\my games\fallen enchantress\units) folder. No need to change core files.

48 Replies 205,586 Views

I tried to put all the changes that were necessary at the bottom, but there are so many changes there were issues. That was my first attempt (do it properly without altering the corefiles). But here is another version that will work without any changes to the core files. Although you won't be able to edit the traits, which i felt was a bad way to go about it. Just place this in your units folder and you should be able to at least use the bardette, shieldwoman, and the candle

55 Replies 47,001 Views

I have had similar problems, but it turns out that right-clicking on the tile is the button to place things. so you select the tools with the left mouse click and then you right-click to use the tools.

1 Replies 4,244 Views

There are some known issues in the unit design. When it comes to designing your own units sometimes one cannot deselect the abilities they have. I don't know how to fix that problem and I suspect it has to do with a memory problem that is out of my control. This is a temporary fix until the devs decide to add female henchmen into the game.

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I have a temporary fix for the male only henchmen. I've added the female henchmen. https://forums.elementalgame.com/436704

48 Replies 205,586 Views

Unpack the files into your documents\my games\fallenenchantress\mods\ folder: You must check use mods in the game to use these henchwomen. For those that don't want to click on use mods and have it part of the default game, then for organization purposes put under your documents fallen enchantress location the following files in these locations. henchwoman.xml goes into your units folder henchclothes.xml goes into your items folder hen

55 Replies 47,001 Views

[quote]- Linearity. Always, always following the same route --> Civic Tree (first tier, probably second) and then turn to Warfare for horses. Then, Magic Tree might be an alternative if shards/crystal/ magic faction. But the choices reduced to little than that. Yes, you can make some alternative instead, but it is situational. After the choice, again you find stuck in a linear Tech.[/quote] This linearity you speak of is not as linear as you think. <a href="https://forums.elemental

4 Replies 5,222 Views

There is a random event that increases the number of accessories from 3 to 4... but that is already the case. [quote] The world has changed... My Lord, thanks to the progress of technology, units across the world can no

0 Replies 939 Views

I think the a new special ability for the ice elementals are in order. Artic breath. shoots out a stream of icy breath freezing all in it's path, but those that resist are slowed instead. This freeze acts like a bash and has a cool down (or should I say a warm up) period.

36 Replies 38,346 Views

That would be a decent weakness. Removes horse riding and warg riding from the trained units, champions would still be able to ride. Not sure if the program supports otherwise. Even if they didn't add this as a weakness but instead made it a trait where you lose the ability to horse ride and warg ride, but your troops all get +1 movement.

13 Replies 10,580 Views

[quote who="ProteusJN" reply="19" id="3276180"]One solution I can think of would be, with having the radius that is taken into account (for possible city buildings) expand with increasing city size ... for example: Size 0 = Same procedure as now, i.e. the first ring of tiles around your city center is taken into account Size 2 = The second ring aaround the city center is taken into account Size 4 = The third ring around the city center is

46 Replies 60,862 Views

I'm of the camp that a reasonable restriction would be nice. If the forest is within 2 tiles of your city center then you should be able to build on these tiles. At some point, I'm going to create a resource called dense forest where you can always build a logging camp for your city. Then this issue will be less of a problem as you can always build a logging camp when your city is next to a forest good and then you need this dense forest to build a logging camp.

46 Replies 60,862 Views