The arena of course.
Heavenfall
[quote who="thiotes" reply="1" id="3240802"]For the resources i'd actually rather like to have them available in the build menu of the city they belong to, just like the ones that are in the citys radius.[/quote] Agreed! Having a button to press is not intuitive. Every world resource you control belongs to a city. Use the city build UI.
Making a modular change to improvementtypes is actually really easy. You can add effects, sometimes modify existing ones and sometimes remove them. When making a modular change to improvementtypes, what you need to realize is that all the building's effects are still in place. That's it. Let's say I want to make a workshop increase gildar income by 10% if the city is idle (its production is going to waste). All I need is this: [quote] <
I can't figure out a way to do it.
I can't think of a way to do this other than use what adventurer's guild does. What's wrong with that?
For unittypes yes. There are many things that do not work right in other types, however. AbilityBonusOptions and AbilityBonus do not clear anything inside them when overwritten. Same goes for ImprovementTypes. Spelldefs do not clear SpellResourceCost. Stuff found in TerrainTypes.xml and CoreEnvironmentTypes.xml and ElementalDefs.xml can be overwritten but you have to copy the entire file, not just a part of it. You cannot add anything to CoreEnvironments.xml. Y
Kicking it up a notch for the next level of heroes:
If you are overwriting a unittype its are not removed. Core mods (editing the original in installation folder) are not affected by this because you edit the original and keep it in its place. But overwriting the unittype anywhere else causes this problem. In other words, if I take a Champion and copy-paste the XML then place it in a new file, and remove a bonus, that bonus will still appear in-game. GameModifiers and Equipment and AutoCreateE
To delete old custom factions go to my documents/my games/Fallen Enchantress/Race/ and delete everything.
The skin seems off?
Back in beta 4 I was Freezed once and they also cast the spell that increases unrest in a city. There were no warnings for that though, so it was a rather poor experience. I ended up attacking an enemy city then getting shot to pieces because all my units had 1 movement for some reason.
I think they're sort of cool. I use them to set up effective frontiers at choke points. However some games have no choke points and obviously they are wasted then. High tower is my most used upgrade for that reason. The upgrade to resist monster attacks comes way too late in the game, by the time I get that there aren't any left. I never built it.
I don't really know why horses give +2 movement anyway. It is a well known fact that a man can outrun a horse for a few hundred yards. The tactical battles are not played out in an arena where having endurance is important. Horses should be re-imagined to do stuff like 1) trample enemies without shields or spears. Trample means +50% damage 2) Allow the unit to ignore movement restrictions caused by proximity to other units 3) special abilities like "charge"
I have seen this too. The unit casts the spell, then game pauses for ~5 seconds, then the effect and the damage happens.
Red indicates it can be found in warfare tree. Blue for magic. Green for civilization. It is not showing if you researched it already or not.
Yeah, modding forums for mod bugs. If you see a bug and can reproduce it with a non-mod item, then you should post here.
You should not report bugs that appear as a result of your mods here.
[quote who="Frogboy" reply="2" id="3240248"]In theory, it should. But it's almost always running very low on mana. It's something I've been working on.[/quote] I've never seen AI upgrade their shard improvements. Maybe that's why?
I really think the direction of recruited monsters need to be altered. Recruited monsters should not be automatically spawned up to limit X like they do now. Having a limit is fine, but automatic spawning is not. The player should continuously be spending influence to recruit monsters, production to actually make them, and gildar to keep them paid. These "monster lair improvements" should also be upgradeable as you progress in the game. Instead of a single troll camp there should be o
I have updated the skeleton in the OP with two new LCF points called lcf_lefteye and lcf_righteye. The purpose is to be able to attach effects to a model's eyes.
[quote who="seanw3" reply="12" id="3239515"]I would nerf the spell to 25%. There is just too much power in blinding.[/quote] This.
A second queue for fortresses would be awesome.
seanw3 was talking about the background mechanics. In those mechanics, tile yields are gathered from surrounding tiles. But the only thing that matters is what the player sees on one tile in-game. Okay so this is how I see it. The tile yield is not figuratively speaking exactly what you can mine from one single tile. Rather, it represents your ability to take advantage of the surrounding environment based on that position. So it is not a matter of simply "collecting" an
To be fair, she has 28 hit points because you went for a magic race and didn't select any hitpoint bonuses or collect hitpoint gear.
[quote who="seanw3" reply="18" id="3239824"]But Supreme Lord of all Modding, you say[/quote] Oh I don't think anyone said that! Please make your mods modular!!!