Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,866 Replies 34,020 Reputation

It actually is a bit different. What you want is a mod manager in the game, right? Easy to select what mods you want. What I'm talking about here, what DataZip.exe does, it's the backend to the XML - how it gets put together, interpreted. Although a fixed-up DataZip.exe could potentially enable us to put all mods in /mods/, it wouldn't make it easier to manage the mods the way you speak of. But they go hand in hand, this would just have to come before. There's no point

8 Replies 4,958 Views

The first one is better off in a spell as it is 100% dynamic. There is no creature that is knocked down all the time, so it doesn't really belong in this library. I would personally categorize it as a "temporary status" in which case there could really be any number of them - is the character blind? cursed? slowed? feared? And so on. The second one is a great idea though. Air Elementals and Crow Demons are Flying, obviously. I have some modded creatures that are also Flying. There

145 Replies 93,218 Views

Just a small follow-up, I was able to figure out how to export the animated eye texture correctly. Actually the problem was that I was overthinking it, the game handled all the animation itself I just needed to give it the right texture type. Anyways, the point being, if anyone's interested in that sort of stuff, it is certainly doable.

17 Replies 7,314 Views

Hey devs, I have previously complained about the issues that arise from putting our mods in the /mods/ folder instead of overwriting stuff in the installation directory of the game: https://forums.elementalgame.com/434780 It occurs to me that DataZip.exe is the process responsible for putting together all the XML the game reads. And reading XML is a huge part of the problems. So why not release the source code for the DataZ

8 Replies 4,958 Views

When you have a pre-made map selected to play, those options are greyed out. If you select random map, you get to pick those options. Press the button with two arrows next to the "load" button to have the game generate a random map, and "unlock" those options.

2 Replies 1,367 Views

Open the XML for any unit and you'll find something called levelmilestone that looks something like this 1 This essentially determines what stats a unit has at its time of spawn. Trained units have "no stats" which means they get the default st

6 Replies 8,846 Views

Great news! People talk all about sales, but let's not forget that other bit which is important for FE. If I was Derek Paxton (which I'm not) and signed up to develop FE, I'd tell Frogboy that he'd already sold 80 000 copies for free to early E:wom adopters. As such, it will also be important what those customers think of FE, in addition to looking at the sales numbers. How many times did Frogboy say that FE will be "making it up" (paraphrased) to those who were disapp

34 Replies 94,365 Views

If you have a copy that is registered through Stardock, it is not possible to use the same code for Steam. They are totally different codes. There's no plan to give out steam keys for stardock purchasers.

13 Replies 5,845 Views

This is an example of a mod that will add it to level 1 cities only: Scroll_Escape copy it into a file you create in the /mods/ folder. If you want to add it to more city levels, go to data/english/core improvements/CoreImprovements.xml and find all the buildings with internalname "Cityhub" something. Then repea

8 Replies 5,583 Views

I'm running with this for my own recruitable monsters in an unreleased version of Stormworld and it really adds so much fun to the mid- and late-game civilization tree. My most recent game I got 2 prestigious locations, 1 iron ore mine and 1 crystal crag for my entire kingdom. I balanced the use of influence between negotiating alliances with the enemy and spending it on upgrading my recruitment lairs. </p

5 Replies 17,028 Views

That calculation tag looks really wrong, you need to count the [ and ]s and get it right. ought to be same every other place. Look at how it's done in CoreSpells.xml

11 Replies 8,451 Views

You see, this is how craaazy Stardock's made these forums. If you want order on the forums, Frogboy must take off his avatar and implement multiplayer. Oh, and every day he doesn't, people will troll. Starting tonight. I'm a man of my posts.

25 Replies 17,103 Views

Repeatable means it can be repeated but I don't know if this applies to events, you'll have to test (usually it just means you can find the same quest more than once). Higher number = higher chance. See these numbers Never,-

13 Replies 14,863 Views

Yeah, Triggerchance is the chance for it to happen on turn 100, then posttriggerchance for every turn after that. I guess you could set up a series of events on particular turns if you wanted to, but it wouldn't be random in any way.

13 Replies 14,863 Views

It is impossible to make them come a certain time in the game, they were built to be random. But you can increase how often they come. In ElementalDefs.xml you'll find Never,-1 &

13 Replies 14,863 Views