I have been wondering why not set it up that docks can be used on beaches thereby making ocean side settlements more attractive and advantageous. Would you just need to change the restricted tiles to include beach right?
halmal242
Fuzzygold if you are referring to the fact that equipment created with a Henchman can be sold/traded and not lost it has already been reported by Chaosti .
Has this been looked in to? If it has been verified it is a very large problem.
They can use the spellbooks from the Decalon trait.
If you think about it Janusk is sort of a henchman to Relias. It also make sense for them to just not have the ability to use the magic books and only have access to the adept trees at unit training. I like the idea of a hero stack for Altar it makes them the adventuring faction, which follows their traits.
I found a second xml error in the cutscenes for stalkers as well after you pointed this out Parrotmath you might want to report it since they listen to you more :)
Alright I have confirmed that this code works for monsters but will not work once you charm a monster. I do not know why this doesn't work on anything that is under the control of a player or NPC.
After further playing around with this value it works for monsters but not units at all. I am going to try to charm a monster and see if it still works then.
Alright I have been experimenting with this again and now for some reason this is no longer working.
Can you post your code for what you have done so far so we can look and see what might be the problem?
Did you do this within the mod files or are you editing the core files?
Thanks, I will start learning it as school lets me.
Anyone know how to modify these files?
I have seen this but its been a while. However I noticed that whenever you look at AI starting cities they almost invariably have really high stats and got to thinking that if the areas surrounding where they start don't have a spot that meets some min req they won't settle and then get stuck because they can't follow their predetermined script order for settling.
I wonder if the AI only settles if it has a spot that meets its AI defined requirements for a settleable spot for its initial settlement.
I have tried this and it seem to work for single units and spells and prevents rampant negative values on AI's. This can hamper an already restrained AI but it keeps the game fair. For all spells and resources that "cost" something simply put that something as a prereq. This makes it so that the game will not cast a spell unless it has X amount of mana. This also prevents negative horses and iron as I have seen on the AI screen.
Alright guys I want to switch gears over to LH for working on the Armor/Weapons/Training mod. I have done extensive research and know the basics of what I want o do but I want to re-implement the encumbrance system which is still there but the UI for showing how much you are encumbered has been removed. I have isolated it down to the UnitDetailsWnd DesktopX file within the screens folder. I could just pull the file from FE over to LH but then you lose the traits button.
Alright I was hoping this might be usable as a work around for adding scripting to the game.
I know that the game interprets between what it considers melee and not melee units for where they are placed when a battle starts, what I would like to know is how you can force a specific unit to be at the front so if you made a tile at the midway point on a tactical battle map that unit would spawn there only? This question is specifically with a thought towards town battles. Have a single unit called "Town Wall" and it auto summons additional wall units across the ba
Hey guys, I have been watching the progress on the Dynasty mod and got to thinking based upon the responses from the Devs on the various questions so it can be implemented and started thinking. Is it possible to add scripts into the game through the DesktopX files that the game uses for its various screen UI's? I know that many of the games basic functions are within the exe file but I was wondering if this could be used as a work around instead of diving into that cod
Remember though, it has been a hundred years. Rivers for the most part should be reasonably clean with the exception of ones coming from areas open to deeper rocks and carrying dangerous mineral contents. So chasms and areas like Abeix lair should not have good food from rivers but others should. I think Heavenfall did something like this, polluted rivers in his Stormworld mod.
Not going to lie to you Frogboy, that is kind of what killed my want to finish my armor mod for FE. Every time I thought I had what I wanted to do finalized and would start to implement something drastic would change by the time I was able to work on it. Though I was delayed by school/life circumstances you are delayed by management/life circumstances.
Yay, a quality AI post that appears to be well thought out and constructive and was Frog approved!
Erm this is describing what many of us have asked for which is a tactical mana pool as well as a strategic mana pool. One can not be used for the other so the AI always has mana for combat, maybe not much if they had a big battle but they do have mana.