halmal242

halmal242

Joined Member # 3198180
87 Posts 674 Replies 855 Reputation

I meant like a multi layered dungeon that also spawns monsters that wander. If this is how a quest works that is awesome, I haven't played with them much yet, just pondering while I plug away at the armor and weapons.

10 Replies 4,291 Views

That's funny as I just made a Padded Armor using the Nobles Surcoat for the graphics as it is the closest to the actual appearance of what a Gambeson (Padded Armor) looked like. Trying to stay true to what the actual armors were good against and what they looked like.

10 Replies 10,732 Views
Reply to Tech Unlocks in FE Modding

OK, that makes sense, just a little tired, Electrical Engineering is murdering my sleep at the moment.

4 Replies 2,628 Views
Reply to Tech Unlocks in FE Modding

Basically I am trying to attach the new armor types to only be sold when a specific building is built, thereby controlling where you can buy certain types. This prevents over-flooding of one cities shop. Do you just add the specific items to a building and then it won't generally become available until it is built, is it that easy?

4 Replies 2,628 Views

How do you make it so that when a new tech is unlocked it does not auto unlock everything it researches to be available to buy?

4 Replies 2,628 Views

Anyone know how this particular type of unit detail would be handled by the shrink spell? Would it become .1 or something else?

3 Replies 2,585 Views

OK how does this mechanic work by the way, I know this is off topic for my armor mod but just curious how it works; Unit details .2 versus Unit SetUnitStat UnitStat_TacticalScaleMultiplier -1

3 Replies 2,585 Views
Reply to Armor Models in FE Modding

Actually the more I think on this the more I like the idea of armor suits being a set for army units and individual pieces being for champions/sovereigns. Does this sound like an acceptable compromise for equipment for pretty much everyone? Or should I just make everything available and just make the chest and legs combined?

13 Replies 4,600 Views
Reply to Armor Models in FE Modding

What about both, and label the full suits for everyone (Mainly for troop design, and the non full suits for champion's only?

13 Replies 4,600 Views
Reply to Armor Models in FE Modding

Hmmm I have a question for you guys, Would it just be easier to have a Full suit of armor for troops, I.E. all slots full for each suit, or just legs and chest slots like robes then you can decide to add boots, gloves, and helm? Or a mix of both, as in a suit would be legs and chest and a full suit would be everything?

13 Replies 4,600 Views

On new techs you have to make an entry in both the TechTree_Amarian.xml file and the Techs_Amarian.xml file otherwise the game won't show it for research.

14 Replies 11,353 Views
Reply to Armor Models in FE Modding

Interesting, experimenting around with different things and have found that it doesn't look half bad. However, there is a downside to doing this. All drop armors would have to be converted to suits of armor instead of just chest and legs. Not that I don't like that idea. This I think has a LOT of potential. Also I solved, I think, the problem of the non enchanted versions of armor for boots, gloves, and helm. Leather versions would start at 1 def wi

13 Replies 4,600 Views
Reply to Armor Models in FE Modding

So how do I combine pants and chest graphics by the way?

13 Replies 4,600 Views
Reply to Armor Models in FE Modding

True enough just trying to make sure that gloves and helms don't become obsolete by removing (reducing) their armor values and shifting their values to the "suit" of armor. Also is it possible to re introduce elementium back into the game as an option to blending crystal and metal for what I am trying to do for Champion's armor. Bascially Normal ==> Masterwork / Crystal ==> Champion's (Elementium) I am still not totally sold on makin

13 Replies 4,600 Views
Reply to Armor Models in FE Modding

Oh yeah for accessories, is it possible to force an accessory slot to be something like, ACCESSORY_RING1 and so on for two rings, a necklace, and something else?

13 Replies 4,600 Views
Reply to Armor Models in FE Modding

That basically the same final thought I came to as well. Each pieces become a niche piece. I was seriously considering giving the main "suits" the main bonuses then making the auxiliary pieces (helms and gloves) give different bonuses like helms have crit protection and the gloves a different bonus. I have not fleshed this idea fully out yet but it might work better for an upgradable armor system.

13 Replies 4,600 Views

Is there a way to combine the Chest and Leg armors into one armor model wise? Basically making a suit of armor instead of two pieces? This is totally not in line with the games current equipment system but I am just curious. Maybe with boots as well. This is just a thought.

13 Replies 4,600 Views