I just realized something which is kind of obvious at first but at second thought it doesn't make sense. Each trait basically has two tooltips. One that shows "all the time" and one that is shown when a hero levels up. Take Path of the Assassin for example. This tooltip shows up in level-up view: http://i.snag.gy/4f3WF.jpg (also available when I hover over traits in level-up view at the bottom bar) And this tooltip shows up
Heavenfall
Noooo! No more cheapo flamedarts ;(
[quote who="Frogboy" reply="11" id="3244167"] Quoting Heavenfall, reply 7 Quoting seanw3, reply 2So in a given stamp, I can set specific quest locations and add in props? You can add in props for sure, I have done that in rivermod (my rivers = props ) Brad, WHEN? When what? To start sharing mods? I'd like it to be AFTER v1.0 is out there. So that we're not having to deal with mods breaking the game.[/quote] No, I'm alre
[quote who="Frogboy" reply="3" id="3244147"]You don't have XP do you?[/quote] Who, me? No, I just want the build! [e digicons]}:)[/e]
[quote]Should go out in tonight's build.[/quote] [e digicons]:inlove:[/e] F5F5F5F5F5F5F5F5F5F5F5F5...
[quote who="seanw3" reply="2" id="3244069"]So in a given stamp, I can set specific quest locations and add in props?[/quote] You can add in props for sure, I have done that in rivermod (my rivers = props [e digicons]:grin:[/e] ) Brad, WHEN?
coversations_withplayer.xml [quote] TALK_WE_MUST_HELP_OUR_FRIEND Your war with our friend has causd us to enter the conflict on their side. Prepare to die. We don't have anything against you personally, [L_LeaderName]. However, your current war with our friend has made us dec
Not mine, although it is possible that it only appears with custom factions. The 8 vanilla factions have custom strings for a lot of things.
Yes, Frogboy did mention in a thread that he had access to some new functions to determine spellcasting for monsters. There's a quest with a missing dog where a big wolf boosts all the other wolves in battle for example
"Value" is pretty meaningless since you get like 5 or 10% of that value when you sell it. It certainly isn't a good way to determine what a strong item is.
I just use the largest layer because it's the highest resolution. There is no need to convert back to .dds, although supposedly that helps with game memory. Maybe something for the future to do.
[quote who="taltamir" reply="350" id="3243925"]Good point about the timing. An item can be very strong in early game yet near worthless in late game. How do you control which items are awarded at what stage of play though?[/quote] There are different ways to do that. First, as you see, some items are available at start through custom sovs. That's the first "level". All items also have a tag called which sorts them into categories (v
The Hexed trait chance is on 7 Reliquary items, which is less than 10% of the items in the mod. The fact that it's the same trait prevents you from suffering multiple "curses" for using different items over time. If you do get the trait it isn't the end of the world, it can even be lifted (get the Grail at sovereign creation if you want to depend on those types of items). Edit: Looks like the Grail isn't available at custom sov creation, I'll put it in next ver
Oh, wow... look, I'm going through a lot in my life at the moment. I'm not really ready for a serious relationship.. - My computer
The bonus for using those items is stronger than others. Therefore, they have a chance to suffer a penalty for using a cursed item. It's a way to let the player choose a high-risk high-reward tactic.
[quote]A: All of your FE specific data is in My Documents\My games\Stardock\Fallen Enchnatress folder. There is a file called debug.err. The first few pages tell us everything about your computer. [/quote] This should be worded better. I don't want you to know everything about my computer, and it isn't in that file. Otherwise [e digicons]\o/[/e]
I usually go for the big burly bears with maul.
I use gimp so I can't help you specifically, but what I do in gimp is open a .dds file, delete all the different layers except the one I want to use, then save only that as a new single-layer .png file (all .pngs are single-layer but you know what I mean). When I was doing Stormworld_Rivermod I figured out a way to turn a .png into a .dds format that worked in-game and didn't take 1 mb for a 32x32 file, but I can't remember how it was done now.
Well the item is providing the special perks, you need it to get the affinity and you need to have it equipped to maintain the bonus.
Sounds like ddd888 had a similar idea, jshores. For the items that are going to have an Affinity (I like that term, I'm sticking with it), this is what I'm going to do: 1) Put a hidden unitstat on the item. 2) An abilitybonusoption that appears at level-up if a champion has that unitstat (very low chance) 3) The abilitybonusoption has additional modifiers that only function as long as that hidden unitstat is maintained I need to do a bit of tric
Just for starting out with a new faction, I would recommend you concern yourself with CoreRaceTypes.xml, CoreRaceConfigs.xml and CoreUnits.xml. A RaceType is the underlying "mold" for factions such as "Men" or "Trogs". Each UnitType in CoreUnits belongs to a RaceType. The RaceConfig is the final product of the mold - with additional information and tweaks about the faction (the RaceConfig is the final faction, "Altar" or "Pariden"). Making up bonuses and flaws is a hard
If you click on unit details it is fairly clearly marked what is a beast and what isn't (check the top part of the screen). Slags are dragons.
The XML is a lot of work but very simple to work with when you get some experience with it. They have a very logical and easy-to-use system behind the XML, so it is extremely easy to figure out what different things do. Start out by copy-pasting stuff to see what works and what doesn't. The big issue is 3d models to use for the races. Since the game doesn't have very many interesting humanoid models, sometimes you'll need to make your own or edit existing ones (for example
I only noticed that an enemy unit had two Slow on them so I figure it was a bug. Maybe rename Slow_Effect from "Slow" to "Frostbitten"?