Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,866 Replies 34,020 Reputation
Reply to adding path in FE Modding

Yes, that works. The new custom sovereigns you create can be found here My Documents\My Games\FallenEnchantress\Units

25 Replies 84,183 Views
Reply to adding path in FE Modding

Yes. CoreRaceTypes.xml Generic_Sovereign_Altarian_Male Generic_Sovereign_Altarian_Female you see same name in CoreUnits.xml

25 Replies 84,183 Views
Reply to adding path in FE Modding

For example Altar faction (CoreRaceConfigs.xml = KingdomOfAltar) is made up of race Altarians ( Race_Type_Altarians ). In CoreRaceTypes.xml you see "Race_Type_Altarians" with links to many unittypes, example: Unit_Archer_Altarian If you then go to CoreUnits.xml you see "Unit_Archer_Altarian" which has the trait: <SelectedAbilityBonusOption

25 Replies 84,183 Views
Reply to adding path in FE Modding

[quote who="CyanPile" reply="3" id="3250488"]I do understand just how to change the level at which there is an ability. for example to write these lines, that would be the way appeared in the existing race, or existing "faction"?[/quote] If you want to give a path to all members of a race/faction you must edit all the unittypes for that race.

25 Replies 84,183 Views
Reply to adding path in FE Modding

A unit gets his built-in traits from these tags in XML (CoreUnits.xml and CoreMonsterTypes.xml): Blood_Amarian Guardian1 Air1 <

25 Replies 84,183 Views

The folders are modular. You can choose what you want. See the picture: http://stormworld.wdfiles.com/local--files/start/Stormworld_Guide.png

1,118 Replies 2,456,802 Views

Baldur's Gate was so much fun back in the day, I still remember having to flip those 6-7 cds in and out of the computer when going between zones. I didn't really get the storyline, things were a bit too open world for me then (give me a break, I was 13). Now it seems like just the kind of game the market needs to bring back that sort of "old school" rpg feel. Dragon Age 1 had it, Dragon Age 2 was just awful (too much effort on the Action and not enough on the RPG). Edit: looks

17 Replies 62,645 Views

Nexus:jupiter incident was a great game, I had a pledge for the last kickstarter for nexus2 but that didn't reach the goal. Pledged again for this. For those that don't quite get what this is about, it's basically space war but focused on the tactical aspects of it. I don't know about nexus 2, but nexus 1 was basically a storyline of connected encounters/battles and there was no basebuilding but you did get to manage resources that shaped the fleet you controlled.

3 Replies 25,827 Views

[quote who="seanw3" reply="8" id="3249657"]What do I need to put in the modifier to get it to count?[/quote] Unit AdjustUnitStat donothingunitstat &nbsp

10 Replies 13,997 Views

Shieldwall was made into a Henchman only trait a while back. However, if you had unit designs with the trait from before that time, you can build those. The trait should not be available to common troops, if your mate has those units they are before it was changed to Henchman only.

6 Replies 9,851 Views

How abouts you make proper gamemodifiers? Not empty husks, shells, illusions of what they could be? Also, in what context is that meleeappliesspell modifier?

10 Replies 13,997 Views

Shrug. It works for me. Show the XML of how you apply the meleeappliesspell, and the xml for the spell you are applying.

10 Replies 13,997 Views

Unfortunately it makes sense for them not to give out steam keys to everyone who owns FE through Stardock. There's no way to guarantee that we actually use the key, instead of selling it to someone else or giving it away.

5 Replies 8,250 Views
Reply to 0.984? in FE Beta

Same post.

6 Replies 8,645 Views