[quote who="parrottmath" reply="34" id="3404222"] When modding weapons, duplicate art defs in the file will duplicate the artwork. Basically do not include the art def with a modded weapon, armor, or mount. If you wish to modify the art def, that can be done, but I do not believe that the artdefs are overwritten only combined.[/quote] I just renamed the art def, no duplicate then.
Foraven
New question : I have been toying around with weapon scales and noticed the normal scale and the new scale models are both drawn. Stock weapons that are scaled don't seem to have this issue, but if i try to change the scale the bug occur... Not sure if it's a known issue or something i did is causing this, but i would like to know. Edit: Nevermind. I just figured that the bug comes from the ArtDef, the stock ones appear along the modded one. Still a bug, but at
Did they fix that in the 1.4 beta patch?
[quote who="Tattyhat" reply="135" id="3403224"] In all my hours of play, I have not come across any bugs except the contrast on tactical squares bug, but when you say stronger AI, does that mean it cheats better? [/quote] For that you are better off trying mods... I think there are quite a few things that can easily be fixed by mods that are still left unattended in patches. Just read in another thread that the AI just don't max out their units potential (ie don&
I find experience given to be quite variable, regardless of how many heroes there is. Sometimes i get lots of XP out of a battle, other times very little; how much don't seem to match how difficult the enemy was. I wish the XP was standardized somewhat...
[quote who="Tattyhat" reply="133" id="3403211"] Anything good enough to opt into beta for?[/quote] Less bugs, stronger AI... I think it's worth it.
Screw it, i drop the idea of using the damage types. The UI won't allow me to display them correctly, and using them mess up some of the traits/abilities. I can get the desired results by other means.
My mod is going well so far, but i guess i will have to change lots of stuff besides damage types and resist. I will have to edit a lot of descriptions to explain the changes as well. Small problem: Weapons display what damage types they inflict, but armor don't display what types they protect against (unless it's a resist). How can i change that?
[quote who="joeball123" reply="29" id="3403107"] Quoting Foraven, reply 28Thanks guys for the imput, i think i have what i need to get started. I think i will restore the damage types, maybe add an Arcane type for the magical weapons i plan on adding... Hum, lots of stuff to do . One thing to note is that if you decide you don't want to restore cutting and blunt damage, you have access to two damage types that are already fully defined, with associated definitions f
Thanks guys for the imput, i think i have what i need to get started. I think i will restore the damage types, maybe add an Arcane type for the magical weapons i plan on adding... Hum, lots of stuff to do [e digicons]|-)[/e] .
[quote who="Primal_Savage" reply="21" id="3403042"] Quoting Foraven, reply 20-I want to add a new ability to crossbows; That ability (pre-loaded) would negate the initiative penalty on first round. What would be the best way to implement this? I guess horses may have my answer but i ask anyway. Yes, that's how I would try at first... Something along those lines: Unit <br
Seem i will carry this on, even though i haven't done much yet. I plan on splitting weapons in different categories (like daggers not upgrading into swords but have their own upgrades), change special abilities of weapons (like adding a pre-loaded ability to crossbows) and add new types of armors so by end game we have more variety than everyone wearing plate armor. I want to make it viable to have units with light armor and weapons, with the heavily armored ones to be elite troops (too c
No wonder the AI is broke if it keep buying stuff it doesn't need...
I never managed to make the AI surrender in my games, for some reason they always say they are not done yet even though i'm stronger than them in every ways.
[quote who="jirkaesch" reply="118" id="3402838"] Derek, we really need to fix/rework crossbows. In my current game, Gilden is fielding huge stacks of Marksmen armed with crossbow, which constitute bulk of his force. These guys cannot do more than 2-5 damage on ANY of my units. As I am starting to field plate mail paladins, he wont be able to hurt me more than clink-2 damage. [...] This would essentialy make crossbowmen slow, heavy hitters usable againts
[quote who="StevenAus" reply="89" id="3401640"] SUGGESTION: _REDEFINE I think something that would be very useful, is the ability to redefine the abilities of any XML, while leaving anything not specifically redefined exactly the same. This would be hugely useful for modding, and choosing when you want to add abilities/stats but don't want to include the whole file, like when you want to edit DLC items without providing the item to those without the DLC.[/quote]
[quote who="sjaminei" reply="15" id="3400693"] Hmm? You remove the old with the prereq, then you add a duplicate with your stats and keeping the same name. (just add 1 or something to the Internalname) I don't see the issue. We have to do this all the time to get stuff done really. It's like 10 lines also, since you just need to add the prereq into an item/building/spell etc. not copy the whole thing. (exceptions to this as well of course.. welcome to FE modding )[/quote] <
[quote who="parrottmath" reply="16" id="3400728"] The items section is nice since it replaces the old weapon entirely if you use the same internal name. This includes the game modifiers and such. So, you can copy the weapon you wish to change. Make any modifications to the item and the item in game will reflect your new changes and none of the old. But maybe I'm confused by your question at that.[/quote] My problem comes from the fact i may change way more than just a few it
[quote who="parrottmath" reply="13" id="3400585"] Take a look at this https://forums.elementalgame.com/434780/page/1 This will give you a general idea of what is overwritable and what you need to change from core directory. Mind you one way I remove unwanted gamemodifiers (if a file refuses to be overwritten), I will create an unattainable prereq like Tech <Attrib
I have a new question: Is there a way to remove unwanted "gamemodifiers" from an xml entry? I mean it seem i can only add new ones (if not duplicate them) from the xml files i add into the mod dir. I want to avoid overwriting the original files if possible...
In FE:LH, the only advantage crossbow have is they can pierce multiple units in a row with their special attack, but their normal attack is inferior to same tier bows.
I think the main problem with making viable melee Heroes is that their power is dependant on their gears. With mage heroes you eventually research plenty of spells to use, and assuming you have mana supply to can wreak havok. Even when you have the gold, your melee heroes power don't scale as fast as your troop because using the same gears than troop don't make a solo unit as powerful as a squad or a company. You can loot powerful gears that would make them really powerful, but they a
[quote who="halmal242" reply="10" id="3399169"] I made an initial stab at a weapon/armor mod back in FE and I will pass on some stuff I learned from doing it here.[/quote] Cool then, let's see what you learned :). [quote] 1) As stated above the AI has a real problem with ranged weapons with limited ranges so you have to be creative. You have to make the initial weapon be a melee weapon using a custom damage type like “bow”. If making a
[quote who="sjaminei" reply="4" id="3399096"] What do you mean? The classes of weapons mostly decides the placement in the equipment you can wear, 2-h, shields etc. If you just want to make new unitstats with unique damage modifiers etc. you can without messing around with them at all. I messed up once and made an axe into a shield. Was great for dualwielding, but *slightly* OP [/quote] Strangely enough, i figured i could do that when looking through all the weapons already in ga
[quote who="joeball123" reply="3" id="3399091"] As a warning: others have noted in the past that the AI does not know how to use ranged weapons which cannot shoot all the way across the battlefield. If you really want to implement limited range, you might want to make the default weapon damage be kind of garbage and then implement a limited-range special ability that does superior damage.[/quote] Hum... That's a bummer if i can't make it work.