I actually crashed when I tried adding multiple for the same slot. There are always more advanced solutions such as casting a spell at start to summon your equipment. But hard to get right, perhaps.
Heavenfall
It is the same as the left-most value. There is no armor that only boosts Pierce defense so it is always equal to that. As for why it doesn't have its own colum: no friggin idea.
I don't know how long reviews usually take to land, but I agree it is starting to smell a little funny. I mean, Stardock spent their dough on developing this game, not a marketing scheme. I would think that that would not make it ineligible for professional reviews. I see sites like Rock Paper Shotgun review indie games all the time with real good heart as well, so where's FE? I have two theories, although they are just trains of thought more than something I fiercely believe.
No, we have our own ideas and projects outside this mod.
I think that's just a trick they're using to keep the enemy AI faction unkillable (as long as they have a sov their faction remains). I wouldn't kill that guy if I was you.
[quote who="DsRaider" reply="26" id="3261344"] Quoting crimsongekko, reply 25this looks pretty cool, is it stormworld compatible ? I would imagine that custom faction with these traits would not clash with Stormworld. No promises though.[/quote] Yes, it looks compatible. Keep in mind building custom factions out of Stormworld races is not supported.
They are using the time you registered the product on Impulse (or their website) as the time you "got" E:wom. If you have some proof that you bought it earlier, contact [email protected]. PS. It is free for those that bought (and registered) E:wom in 2010. If you bought it after, 2010, you only get a discount.
To edit spells, you basically do the same thing, go to CoreSpells.xml and find a spell you want. Copy it over to a file in /mods/ but keep the internalname (you are editing it, right?). Remove the tags and its children completely (those don't disappear when you overwrite a SpellDef).
New content is fairly easy to add to the game because you don't have to worry about overwriting existing items (which can be a bit more tricky). For getting into the XML, I would suggest you go to CoreArmor.xml or CoreWeapons.xml and find something you think looks nice in-game. Then copy that to a new .XML file you create in \Documents\My Games\FallenEnchantress\Mods\Yourmod\filename.xml. Change the internalname of the gameitemtype (it's the unique
Not sure, haven't tried it at all. I think it would be very difficult to change all fonts throughout the game.
If you have a save, do upload it so they can fix it.
I would like to point out that you should buy from stardock directly if possible. That way steam doesn't take 30%.
Your borders can get pushed back by enemy cities. There are special improvements that increase the zone of influence.
I think you can grant all _trained_ units a trait upon their completion. Simply make a player-wide abilitybonus Player
Stardock travelled back in time to implement this at your request. Go to Options -> Advanced Options and click in this
Wasn't elementerra heavily moddable? You should take a look in its install dir. Maybe cephalo will do an updated version with rivers, chasms and wildlands.
It is fairly intuitive I think. Nah, just kidding. My tip is to ignore beams from the start, those are a royal pain in the ass. Focus on emitters. If you are creating a new effect, you need several fields set to more than 0, startscale endscale particle_lifetime and spawnrate. Those are the most important values. Also increase the "duration" in the left area to more. My suggestion is to simply load an effect that exists, then modify it until you get a grasp of what eac
You have plenty of backup, don't worry about that. It's beating a dead horse. Lots of beta feedback that having to equip daggers to spellcast is silly. Didn't change.
[quote who="Sentinemodo" reply="438" id="3260752"] Quoting Heavenfall, reply 430From the frost giant bloodline: Frost Giants may only ride Icebeasts and Dire Bears I know, I meant blocking the buy&equip button in the shop window in such case, or at the very least allow you to keep the horse in the inventory even if you can't use it. as of now the money just disappear.[/quote] I am hoping for mod changes that wil
There's a special file called city- something that has those values. You'll need to boost some coreimprovements.xml as well, and a bunch of techs and... Stuff all over the place really.
No, thank you for reporting those bugs. The cogwheel was obviously out of place, but I just didn't luck upon any of those particular goodiehuts in my games so I didn't see it.
Uploaded 1.5b to remove that goodiehut (and some other stuff of course). http://stormworld.wikidot.com/versions#toc1
Yes, it should not be there.
From the frost giant bloodline: [quote]Frost Giants may only ride Icebeasts and Dire Bears[/quote]
I had a talk with some of the modders and we are now all focusing our efforts on taking the game back 20 years in development. Here is a prototype for a level 5 city with extra dragon recruitment and the Tower of Eregon built. Also the proximity to a magma river has obviously allowed the city to build a magma forge.