I did a mod a bit back that adds permadeath to champions. If someone's interested I'm sure you can update it for 1.00. https://forums.elementalgame.com/428191
Heavenfall
You can actually do that sword thing, any modifier can be boinked back to the "caster" using 1. In general I agree that more hooks would be cool, but I feel the game is at a point where it needs to go full-on event-based scripting instead of depending on XML hooks.
Not as far as I know. PS. I personally don't care much for really special stuff coming from armour, imho things like crit protection belong in traits. But it's your mod.
Yeah, no problem at all. Each ArtDef contains all the model information, and you can also make armor pieces occupy several "slots" by modifying their (give them several). I was actually thinking about this before when testing your mod. With so many options for each slot it became overwhelming, meanwhile the benefit of mixing pieces had become basically nil - because each piece gives such a small "speciality", you need a full set to really see a difference in how the unit
If you're focusing on magic towns is usually a bad idea, you want to go with conclaves to max out mana income and research.
Yeah, just send them straight to the trash can.
[quote who="LNQ" reply="14" id="3263665"]There's a lot of abandoned stuff in the XML. Is your theory backed up with examples of why it would work like that? The guesses you make are just confusing me right now. I'm unsure if you have actually tested your ideas about avoiding placing certain tiles in the middle etc, or if you're just throwing in random theories. If you haven't tested any of that, I'm sorry but why confuse the subject with elaborate guesses?[/quote]
I have no idea what's going on, I haven't modded any of this. But generally speaking, XML only gets read in at game restart. So what you see when you restart is the "proper" version. I honestly can't use the tile designer because all the existing tiles are sorted in a non-alphabetical order...
Honestly as far as I know all those tags were abandoned early in the beta. If you start a game without any stamps available you'll get a map with an ocean only. If anything they might be used to pad out areas around stamps with odd sizes. Dev clarification would be nice.
Sorry, I actually don't have it anymore. Anyone else?
I really don't get this review... poor early game? That's the best bit! And shallow tactical battles - again - this is how the game was designed to keep the focus on strategy.
[quote who="seanw3" reply="6" id="3263326"]Until there are a few great mods? You've cut me to the core, good sir. Recognized or not, there are two wonderful mods that were ready at release. And one of those is on the same skill level as a game reviewer, beginner.[/quote] Calm down there, getting a bit hubris-y. We're not quite near "great" yet. A "great" mod to me is something that gets talked about before the actual game, such as Day-Z, or FFH2 (not that I played it).
Good thinking, will update.
I keep reading that the only way to mod the game is through XML (and the workshop). What about graphics? E:wom and FE are crazy easy to import 3d models into (relative to other games like Source games, or even other Havok games like Dow2), not to mention anyone with Gimp or Photoshop can edit a skin.png. Otherwise, great review, although I think he misses the mark on the lack of depth in tactical mode since the focus is on strategy, not tactical.
They really focused on the fact that champions aren't well tied to the progress of your empire. And they're sort of right, but I don't think that's nearly good enough reason to rip the game like they do in that review. Really, champions and the empires develop side by side but not necessarily together. Posted this on their site (my favourite pc gaming site actually, plus weekly roundup of kickstarter = brilliant). [quote] <div id="edit-comme
Open your installation directory, in data/English/ElementalDefs.xml you'll find 25 change it to what you desire.
You can determine traits and equipment for those champions. [quote] Champion Donya Adventurer <Allegiance&g
These are the values that should be in your unittype to make sure the champion gets spawned. Kingdom 1 1 200 1 1 Allegia
If you open up the XML for your faction you'll find what you are looking for. Files are in Documents\My Games\FallenEnchantress\Race Uxmal Lustria Sayil Palenqua &
The problem is bandwidth really. It's going to be a lot. Yesterday Stormworld was downloaded around 200 times. That's 6gb in one day. I plan on using at least another 10mb, and add another 30mb for Goetia and you're looking at a 70mb download which hopefully will be downloaded a t least a hundred times a day. And that's just Stormworld with Goetia included, one upload. The point would be to not have to worry about stuff like this. Whether there's 1 gb uploaded in a
Yeah, this isn't a "great" solution, but I think it's better than what we have now where you can take out an escaped juggernaut as soon as you get Life3. Also, one of the factions in Stormworld - the Frost Giants - depends almost completely on multipliers for their units (all their trained units only have 1 member). So whether or not the devs think the fix is an acceptable solution, I'm putting these changes in the next version of Stormworld. Otherwise you have a single sp
Integrated graphics have focused on simulating functions that real GPUs have, and staying power-lean. In terms of "horsepower" (for gaming and video editing), they offer no more or less than they did when they arrived compared to discrete GPUs. One area they've done good advances is in supporting the CPU to playback HD movies.
Think you could put it in a single file for download?
[quote who="ruskyandrei" reply="14" id="3262979"] Quoting Murteas, reply 10 Quoting ruskyandrei, reply 8Why doesn't it actually go through the steps though ? Can't be too difficult, most steps are about going from A to B, fighting something and selecting an option. I just think it would be easier to actually have the AI try and do each step just like the player would be easier than trying to abstract the whole thing behind a roll (if you want that roll to make sen
Interesting idea! I did a quick test in-game and he can indeed gain Life magic using this method.