Also would these hand crafted maps also include more Tatical Maps?
parrottmath
[quote who="Valentine82" reply="23" id="3270431"]Quoting parrottmath, reply 14I am thoroughly confused by your post Valentine82. You claim the game is bland and boring and only reference other games to state that this game is boring and bland. Read my post again if you're not trolling I highlighted differences and explained why.[/quote] I did re-read your post at least 4 times before I posted this and was thoroughly confused. I took your suggestion again and read it 2 more times.
The art for rebels was crossed pitchforks... that was the .png to which I did refer.
[quote] Paul Boyer and I have designed a series of hand crafted maps that will be going up for sale in a week or two for $4.99.[/quote] Would these also include hand crafted map stamps? You know to make more random maps.
[quote who="tancred1425" reply="408" id="3270301"]I was given Empire: Total War as a Christmas gift, and you can neither install nor play it without a permanent online connection.[/quote] I can run Empire: Total War without a permanent online connection. I think you are mistaken here.
[quote who="Frogboy" reply="60" id="3270381"]The AI players forums are howling at getting screwed in 1.01. The Krax, in particular, are sending some rather...unkind emails to me right now.[/quote] I bet you they claim we are cheating... aren't they.
[quote who="Derek Paxton" reply="13" id="3270364"]Yeah I like the idea of removing casting time form it altogether. We are locked for 1.01, but if we rebuild I'll slip it in.[/quote] I won't tell anyone if you do slip it in ;)
I am thoroughly confused by your post Valentine82. You claim the game is bland and boring and only reference other games to state that this game is boring and bland. But I don't see an argument or suggestions on how to improve the game. You quote mods that have been broken, but I wasn't around with WOM so I'm thoroughly confused. You claim the game is about the mechanics and that the game is not immersive, but I see no example of this lack of style and substance. The state
[quote who="MarvinKosh" reply="176" id="3270330"]By the way, just so you know, it is not a smart thing to brag about having only lost one village (like I did above). A group of ogres decided to come in and smash up another one. Oopsie.[/quote] They read your post :)
[quote who="Valentine82" reply="8" id="3270332"]Quoting AlLanMandragoran, reply 6Just fyi - you can adjust the scale of units on the map. I set mine to large. The scale of the units is irrelevant to anything I said.[/quote] I don't think he was refering to your post, but to Sentinemodo post. Edit: Xia you beat me to it.
Those turn based events can be put in the game directory where the other quests are located. (No need to change any files just copy your files there) and they will work in game. Until they sort out getting the game to correctly read the other directory, this is at least a temporary fix. (Not recommending it, but if you are desparate it works). Good work on this stuff Murteas.
So the coreenvironment.xml file doesn't do anything besides show the names of artic desert swamp environments. All the environment stuff is commented out and uncommenting doesn't change anything on the map editor, besides have their names show up. I find it rather curious that they limit us to these 3, but yet I can have these environment names show up in the editor (nothing happens when you try to place it on the map).
I also see the same problems. Adding the file to '..\FallenEnchantress\data\english' directory allows the quest to work just fine. It's something about putting things in the '\documents\my games\fallenenchantress\quests\' directory as heavenfall says.
I suspect that they are getting close to releasing 1.01 anyway. My guess would be this Thursday. But, I'm sure there are trying to nail down a few more big bugs.
[quote who="aerowreck" reply="6" id="3270112"]Back in the later betas, I was able to do this by: launching Elemental, starting new game, creating a sov, not saving it, hitting back button and then again creating a new sov.[/quote] Yup I just confirmed this. But you have to spend the points I chose 3 magics. Specifically I can only get this to work if I choose 3 magics in order down the line... death earth fire... in that order. That seems rather st
I thought some of these bugs have already been squashed and are in the 1.01 update already (which has not been released yet)
The epic and always acceptable cure for any nonsense is to watch "The Three Stooges"
The Tarth Rebel Trait symbol is a questionmark. The coreabilities.xml has incorrectly the icon under the rebels as Ability_Uneducated_Icon.png It should be Ability_Rebels_Icon.png
[quote who="Derek Paxton" reply="51" id="3270028"]Quoting Kongdej, reply 50 Quoting Tiokon, reply 49Some real bugs: You should post those pugs in they're own posts This subject is seemingly found and fixed by Derek already, so lets see how it works out. (Derek does all the coding, all the other stardockians are just like spectators) Sincerely ~ Kongdej Here are my steps to profit: 1. Read about the issue in the forum post.<b
[quote who="seanw3" reply="26" id="3269804"]Why do I always read this thread right before bed?[/quote] Because you like the idea of riding spiders to battle... or maybe you just want to stay up and mod some more :)
Great news.
[quote who="EvilMario" reply="8" id="3269605"]B. The improvements you have in your cities (I don't know of an item that get's unlocked by that.. so sry )[/quote] Improve a wheat field... you get bread. Also I believe alchemy will give you access to potions.
It is possible to fight without these resources. It isn't easy but it is possible. The late game you are going to want to secure these resources for yourself, and you will possibly have to trade with the AI for some of these resources in the mid-game. You are going to have to design troops that use a minimal amount of these resources and you can definitely compete. Most of my starting positions do not have these resources, but I do acquire quite a few when settling my other 2-3 ci
It has been said that above challenging, the aggressiveness towards the AI is lower and towards the player is higher. I don't know if this applies to setting the world difficulty insane or if it is setting the AI difficulty insane. I suspect that the world difficulty determines the monsters aggressiveness towards the player and AI. The experiment should be done specifically on challenging world difficulty. But as I have done many times in my own games was place buildings w
[quote who="sratner" reply="42" id="3268806"]Quoting parrottmath, reply 9But the symbol of a questionmark doesn't quite fit rebels. The question mark seems to be Ability_Uneducated_Icon. There is also Ability_Rebels_Icon, with crossed pitchforks, that isn't being used for some reason.[/quote] Ahh, that would explain why the questionmark made no sense. I hope that is fixed then... You never know what is a bug or not when it comes to graphical choices. ;)