For examples of bloodlines look up how they work in CoreAbilities.xml. The unitstat you want to add to yours is UnitStat_Moves. To make a race flying, make sure every unittype for the race has this Air I would recommend you put the ability to cross certain terrain without penalty in the faction instead of the race, it is far easier to do. In that case, look at the example Master Scout in CoreAbilities.xml.
Heavenfall
Yes, you can make a new mount "from the ground up" although that is very simple, just look at CoreMounts.xml. Giving a race a bonus like +1 Moves is more difficult. You either need to place the bonus to moves in the UnitTypes, or in the Bloodline. Regardless, you'll need to make a completely new race with units and a faction. I would strongly recommend impincs Race Editor to help you generate the necessary XML.
No automatic way to do it, you'll have to add the trait yourself but other than that there's nothing stopping you.
There's this in elementaldefs.xml 0.5 For your second paragraph, I can't think of a good way without resorting to using modeltypes which you'll regret.
I meant that it "didn't work" in the sense that you'd run into the same bug Murteas did. If you guys are in the neighbourhood of fixing mod bugs, do please check out https://forums.elementalgame.com/434780
Haven't tried it, I know there's UnitStat_Experience that can set how much you get from killing a certain mob. No idea what happens if you give out more of that unitstat through say a trait for the monster. Anyway, experience scales naturally with the combatrating of the enemy.
Yes, there is a tag called 0 . It would have to be inserted into every champion and sovereign xml in CoreUnits.xml.
Green defense shield = there is a type (blunt/pierce/cutting) that the unit is extra strong against. Red = there is a type that the character is extra weak against.
In this thread, thanks.
And turning mods off/on. In fact you won't even have to replace that 1 file if you turn off mods because it's not noticeable in the game.
Environments that would be awesome to have in the game with mods: Arctic, no brainer for my Frost Giants really. Desert, obviously, just straight up cool. Burning lands / Volcanic lands, for Living Stone and maybe a Demon faction as well. Swamp environment, for the Greenskin or Lizardmen. Forest environment, for the forest-loving Elves of course
E:wom had more types, it was still hardcoded there. Believe me, I'm the one that did the mods that changed that stuff around. Had a faction with arctic, one with desert and so on. Why did Stardock choose to limit us to 3 for FE? My guess is it happened either 1) by accident or 2) "memory".
For Stormworld, you only really need to replace 1 file in the installation directory - and I include the backup for it. The rest goes into /mods/. Or you can just play without the Rivermod and put everything else in /mods/.
If I may, the TurnNumber is not working from /mods/ (who knows why - lots of stuff doesn't). What you'll want to do is use TotalPopulation instead which works. TotalPopulation 400 > EventLocation TotalPopulation triggers can trigger for AI players, just so you a
[quote who="Valentine82" reply="2" id="3270194"]Wait I don't want to change the Environment for EVERY empire or kingdom, I'd like to add some diversity to them, like make Kraxis a Desert empire that gets standard "dead" environment bonuses in Desert instead of "dead" environment.[/quote] Not possible, the total amount of environments is 3 and it is hardcoded.
This is the entirety of the altar bloodline [quote] Altarian Blood +10% Experience <br
perlevel is a boolean. If the value is 0.5 it will get 1 hp every 2 levels, not sure which way it gets rounded though you'll have to test.
What you want to do is take a look at TerrainTypes.xml. In the top terrain you'll find [quote] Plains 50 50 8 1x Movement</TerrainMovementNo
The ""environment"".
Unfortunately, the "environment" as it is called in the XML is hardcoded to 3 different types. Each tile basically has a terrain-type ("plains", "forest" etc) and that in turn can have an environment (nothing, empire, kingdom). Environment is what is spread inside your zone of control, the terrain never changes. The other possibility is using terrain as the modifying agent, for example you could have a faction that always gains +3 attack when fighting in forests (no matter if they are
[quote]When you level a Conclave city to L3 you have the option to choose a 'Scroll Scribe'. If you do so then you can buy (in THAT CITY ONLY) a potion (90g?) which will remove one random affliction from a hero. So if she's really bruised up it might be spendy to fix all that ails her, but it can be done. I think this is an invaluable perk and by itself justifies having one city with the 'Scroll Scribe' trait available.[/quote] In 1.004, the pre-r
It is not possible without modding.
Randomly selected from the pool.
Note that the linked patch is not the official 1.01, it may be missing features and has new bugs.