I have been poring over the xml as I make my new items and abilities. I thought I'd share what I've found regarding the rarity values, in case it would help anyone. (FOR ITEMS) It seems like the rarity is controlled by these two variables: 200 Rare Now, I've seen various "Liklihood" numbers for different "RarityD
EviliroN
I don't know about anyone else but when we played RPS as kids, we always added other nonsensical weapons to the mix... "Oh? Your paper covers my rock? Well, it's not a rock, it's a bomb! I win." "Yeah, your scissors beats my paper, except that my paper is made from a tree, and that tree fell on your scissors when they cut it down. I win>" It went on like this endlessly. I'd usually just pull out the gun and win.<
[quote who="RavenX" reply="3" id="3063038"] Quoting Satrhan, reply 2 Do you know if it's possible to change the behaviour of monster lairs? So they could grow over time for instance, or send out raiding parties? I believe they already do send out raiding parties. I've seen a Troll Lair spit out 3 seperate Troll Armies from the same lair over the coarse of a game.[/quote] I believe the amount they grow is dictated by this in ElementalDefs: <b
I guess that just shows how much of a modder I am not ...
[quote who="AlLanMandragoran" reply="31" id="3068629"]Hmm, some ideas: If you slaughter the other side's unrecruited hero, diplomatic penalties apply. For example, Kingdom kills Empire unrecruited champion "-1 You've killed our faction's champions". In addition, the opposite could be true, other Kingdoms might like it so +1 or w/e. Introduce early game defenses/bonuses to unrecruited champions so slaughter doesn't happen until closer to midgame - gives fa
I will be honest, I didn't even see the FE modding subforum... I've probably just been visiting beta and support so much, oops :) Thanks you two. Funny, you two were the ones I thought would post replies
bump, so many new posts....
Vaul, you should notice that if you change the main screen from normal to challenging, then go into customize, those, too, are on challenging. It does that in my game, at least.
[quote who="CdrRogdan" reply="14" id="3068096"] Quoting EviliroN, reply 10One thing you should look at for the AI and that I have noticed since 0.75, is that the AI sovs and champs will clear a monster den, then not capture it to get the loot. I just played a game where there were 3-4 cleared dens just sitting in AI ZOCs. If the AI started using better items, they would be harder. Maybe they are farming the spawns ^^;[/quote] Even if they are,
I dabble in modding, myself. Content, mostly. My question is this: I've added new, powerful items and abilities, looking at the existing items that are level restricted I found these lines Prereq > Type > UnitStat_Level<
why not have them triggered by player/AI doing something? Like defeating a wildlands boss or defeating another faction after x turns?
Foudning a city and placing buildings are probably 2 different rules. That said, the AI put an outpost IN my ZOC in 0.75... but 0.77 is out now, so we'll see :)
One thing you should look at for the AI and that I have noticed since 0.75, is that the AI sovs and champs will clear a monster den, then not capture it to get the loot. I just played a game where there were 3-4 cleared dens just sitting in AI ZOCs. If the AI started using better items, they would be harder.
I figured out it was due to a corrupted defs file, i think. I removed all instanced of the game and redownloaded and now it works fine. weird.
Just as MADD fights against sleeping while driving [PAM] should take up fighting the totally unrelated instance of this happening in FE: Players against broken explore. Routinely, my scouts just stand there , after repeated button pushes... This is serious and [PAM] shouldn't stand for it.
+1
http://pastebin.com/FzqF8wqa I cannot even start a game anymore, so I cannot upload a save file or the zip file
and now I cannot get it to stop, even by reinstalling, deleting the prefs in documents, etc... if anyone has an idea on how to fix this that would be great, I would like to play.
SCORE!
why not just make the accuracy compounding? so -4, -8, -12, -16, etc... there is no way it can continually hit. I am sure at -8 it would miss.
update: it seems this is changed in the setting in documents because i have uninstalled and reinstalled and it is still like this.
If you load a map on the game creation screen, then hit the generate random map button, 3 sliders disappear and won't come back even if you restart the game. world difficulty resource density magic density
v0.76 looking at the xml for rings of Embers, Storms, and Glacier and they all give cold resist, regardless of what they say: Unit AdjustUnitStat UnitStat_ResistCold 75 +25% Lightning Resistance <GameMo
the current setting is every 35 seasons