[quote who="BlackRainZ" reply="24" id="3262213"]I tried to edit the coreraceconfig to this: CityHub1 CityHub11 cityhub11 being a different hub. It still built his first city as cityhub1 and not cityhub11, so how do I get it to follow the cityhub11 path instead? If this is confusing, let me know.[/quote] Maybe they changed it, that
Heavenfall
CoreAbilities.xml
Plus points if names are clickable. If clicked, it takes you to their backstory screen and you automatically filter events so you only see things where they were involved.
They were so easy to share in E:wom. Now... X_x Maybe Stardock will hold mapping contests and then release winners in map packs?
Don't know about custom factions. Actually the xml I posted is just used to make your first city special. It is only your capital city as long as you hold it.
[quote who="Mayjori" reply="452" id="3262022"]just noticed that if i mouse over the death forge thingy on the bar up top (in that frost giants game it lists Death Forge per turn +1 ------------------------------ thule (name of city its "connected" to) +1 ------------------------------ invalid string[/quote] Thanks, I hadn't noticed this. It looks like it's a case of stupid hardcoding. Instead of usi
The very first cutscene she says "your story, Relias, ends with a crown. But let me tell you another. It begins with a girl...". As this is the fallen enchantress speaking, I can only assume that this is her speaking directly to Relias at the end of map 3, but juxtaposed into map 1 to foreshadow it all.
You can actually make capital cities their own type of cityhub through the raceconfigs. It isn't used in FE but I used it in E:wom mods. CityHub1 CityHub1
No, unfortunately not. They can't just give out FE steam keys to Stardock purchasers because there's no guarantee we'd use it for ourselves instead of giving it away. The only way to make such a transition would be to require everyone to use Steam, something they are unlikely to do on ethical grounds.
Do you have an example of such a modifier that works?
[quote who="seanw3" reply="451" id="3262021"]Did they not change Berserk in vanilla? Maybe your mod is trying to use the trog ability as a spell? [/quote] I'm not using it for anything.
[quote who="Mayjori" reply="449" id="3261975"]Hey HF as usual great mods . I'm playing frost giants and am able to build a death forge, but the spell to apply it to one of my cities is no where to be found![/quote] Sorry, I misplaced it. You need to research Magical Forging for the spell. I'll fix it for next release (it should come from Glyph stones).
[quote who="seanw3" reply="3" id="3262018"]Any ability found in core abilities can be modified for all players.[/quote] This is what I thought, but events only affect whoever they triggered for. On the plus side, Ai factions get a chance to experience events just like we do. At least this is what I found using TotalPopulation as trigger.
Vanilla.
What you could do is give the capital city extra grains and materials. That way you have a city that stands out, but is still dependant on other towns to give global bonuses to food.
Or you could just have world resources give prestige in the connected city. Even small numbers (0.2, 0.3) would emphasize that it is the surroundings of a city that determines how well it is able to support inhabitants.
I just crashed when I tried to delete a choice from an objective. It was the second objective out of two, it required a resource to take.
A small thing, the quest difficulty slider goes weak -> average -> strong, in-game it's weak -> medium -> strong.
No idea. I notixed with 3 they randomly chose 2.
Historically cities could have tens of thousands of people living in (or very near) it. Capital cities could have up to 100 000 people. So in that sense, a larger scale is much appreciated from a historian's perspective. If the purpose is to make an immersive mod, then I would consider the following: cities were essentially a net loss in population. Even through the early industrialization cities only continued to exist because more people emigrated to the cities than died in them
I actually haven't tried doing any of this, but I imagine you could place a curse on an enemy city and have it affect the entire enemy faction. You can also make spells that affect your entire faction (ex: +10% gildar while running). If you place a curse on an enemy city it can be dispelled, just as you can dispel them if they are placed on your cities. There doesn't seem to be any notification system for this in place. Effectively, there's no way to know if the enemy has
Correct, they share XP.
[quote who="Aerion Istari" reply="31" id="3261835"]Actually, I would like to be able to restrict weapons usage by either race or faction by weapon type. (I.e. my Amazon women race can't use any weapons but spears or bows) without having to resort to creating tags for every single weapon they can't use. It would also be nice if Armor had tags designating its type so it could be likewise restricted. It's a great way to balance modded races. If