Using an old game instead of starting a new? Misunderstood what the xml does?
Heavenfall
Yep, no problem. Just find all the city defender unit types in CoreUnits.xml and add leather armor to them. Keep an eye on their encumbrance.
On the contrary, the game now reads core xml by default. localdataonly is no longer necessary.
[quote who="seanw3" reply="5" id="3245359"]Nice stuff. Was all that done with DesktopX?[/quote] Yes.
You can make previous traits hide by XML. What can be done with UI mods such as these is basically move things around and/or add new graphics. It's pretty limited. I wanted to move the traits because I hate that the icons cover the 3d picture, especially of monsters. And when you have 15+ traits the level-up screen just becomes annoying to use, having to click that little arrow to scroll through your current traits.
Unless I select that a quest ends after reaching an objective, I get an additional objective entered into the list. http://i.snag.gy/vs3Mh.jpg It messes up the ID order of things (which totally breaks the quest). I'm not sure why it's there, but the XML is also wack: <Quests xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSch
Btw I see you use UnitStatIcon.png. Only players who have installed Stormworld will have that icon. Remember to include the icon in your own mod!
1) Henchmen require tech Henchmen which is limited to Altar racetype. You need to move them to another technology. 2) In your units, Generic_Avestian_Female, look at Gfx\HKB\Units\K_Female_Mesh_01.h it should be Gfx\HKB\Units\K_Female_Mesh_01.hkb
Btw if anyone is interested, I figured out an easy way to give choices available only to a particular faction. Create a custom resource, then give it like "Wealthy" to all sovs of a special race. Then you can require the resource for a particular choice. The resource is hidden, so the player doesn't have to know how you're doing it. In this quest I did, greenskin raid a farm, burning it to the ground. If you play undead, you can resurrect the murdered farmers (free militia). A
Murteas, do you think you could add this tag to the wizard? The man run towards the tomb, alerting the guardians of your presence! It appears after I select a choice in-game, as a sort of "instant response" to whatever choice I selected. Don't pay the man, just go on without him &n
I changed some things I didn't like. Download: http://fallenenchantress.nexusmods.com/mods/5 Installation: LargeUI 0.7 and higher uses the Mod manager for installation Manual Installation: Open the file and extract the files into your installation directory in the /Screens/ folder. The .dx
"Hurl Boulder is doing way too much damage! I spam it all the time!!!" - noone ever Seriously, 22 mana for 8(+1 per earth shard) blunt damage?
Derek putting in ze overtime before release!
Nice find! I doubt it's intended. If anyone wants to fix it, just put RestrictedAbilityBonusOption Shieldwall Unit inside <AbilityBonusOption I
There is auto-resolve, but maybe that is not what you want. In data/English/ElementalDefs.xml there is this 1.0 . Maybe you can try increasing it if you feel like it. There are also other numbers for animations.
Just try it? [e digicons]:P[/e]
Does anyone know how to set the "threat rating" of objective locations? For the first quest location I set it to SpawnRating 2 and that made it Medium, but the first location is marked Weak.
Woot, my first quest finished for FE (not counting events)! http://i.imgur.com/B3Hyy.png Edit: I forgot to say thank you. Thank you.
[quote who="Gaunathor" reply="9" id="3244772"]Of course! Don't you know anything about tax-collectors? [/quote] HAH! Thanks for making me laugh =)
[quote who="BlackRainZ" reply="40" id="3244871"]Yes, there is the world within that iron tower (or was it steel) of those two weird races. I suppose that is a different reality. You do have the dreamworld and then there is the portal stones that could potentially send you to an alternate reality but that isn't important to have. Those things aren't really prominent. The dreamworld sort of is but it isn't necessary for a mod. [/quote] Oh, don't get me wrong. The ga
Looking forward to it!
[quote who="Murteas" reply="122" id="3244855"]There just isn't an easy way to make quests if you want them to be more than the go kill this monster and return, or the go get this item and return. I can make a basic wizard (in fact I have a button for it, it is just hidden right now), to do that, but ultimately, I think that after making one quest people will want to make more complicated things, will want to make choices that require you have resources, will want the ability to specify mu
I'm using 0.40, yeah, it says Item_34 for example. I think going for "more powerful" is a mistake. This is your project and all, I'm just giving my humble opinion. If the goal is to have lots of people make lots of quests... it needs to be easy to use. The quest XML is incredibly powerful, but I think you'll agree with me when I say it is also the most difficult part of the XML in FE.
One more suggestion, for the quest difficulty slider, can you add the different difficulties? Weak - medium and so on. So we know exactly what we are selecting - not a number but what shows up in-game.
Ah right. So I need to alter stuff on the Order screen, I skipped that completely because it wasn't obvious what should be what. Shouldn't that be automatic for a simple quest like this? I know I requested multi-path quest support, but it also has to be easy for newbies right? Okay I go to Order screen and set Approach Tomb to 1. Then it worked in-game. Thanks! I really hope you have editing objectives and choices in the pipeline. It would make things a