Edit: posted in wrong thread, nvm
Heavenfall
These issues are still in 0.980
For those that are confused, the RIGHT thing is to make one thread for each bug in the support forum. Anywhere else in any other way there is a big chance the devs will miss it.
Uploaded 1.4L http://stormworld.wikidot.com/versions#toc1 Also added all the data to the Kingdom overviews on the wiki (Empire coming up later this week)
Looking forward to it!
Beta 5 is meant to be the polish phase where all those last bugs get ironed out. Which is why it is important that we keep talking about them. If you have any more, please do post them.
Building ships was fun in galciv2 but it wasn't tied to the equipment you actually had on them.
I know someone used Blender and managed to get models and animated models imported into the game using that. I use Maya 2010 and 3ds max 2010.
Correct, no dynasties in un-modded game.
[quote]The title says it all.[/quote] Not it doesn't. If you're still suffering from those things at this point you need to be much more thorough in reporting the issues. See this topic https://forums.elementalgame.com/415301 for more information.
I'd be voting for multiplayer personally, if I had to choose between the two. With respect to modders, I think multiplayer would mean more replay value for a greater number of people. And we can already do a wealth of things with what we have today. A well-done multiplayer would really reinforce that this is currently the best 4x tbs fantasy game on the market. With simultaneous turns you'd blow warlock:mota out of the water. That is, assuming multiplaye
Bump. Any word on this, Frogboy?
Mounts are getting redone in next vanilla patch, waiting on that.
I have seen some empty-for-no-good-reason lairs as well.
Glad it is working! The problem with spell-based factions is AI, but it oooks like that may be improved in the future.
[quote who="mdonais" reply="280" id="3234886"] Only with the mod, but i tried it 3 times in a row and each time it crashed when I pressed ctrl-n. I do have the rivermod installed (I installed all parts). I just re-read the installation instructions and I believe I have installed it correctly. The bonus step that I did was putting TerrainTypes.xml into the English directory. However, I don't see any rivers on the current map so maybe something is wrong as you say
My opinion: This mechanic was introduced when the game wasn't in beta 4. In beta 4 cities became heavily dependant on build-up time, using production to make themselves efficient - no longer can we stack administrators and pop out top-level buildings instantly. Putting down a level 1 town is not going to dramatically change the game, Instead of simply removing all tile yields, perhaps Stardock would consider reducing their power in the vicinity? Change the terrain to "ruin
If your intent is to change their first levels, you can do so from their spawners in coregoodiehuts.xml. NPCChamp 3
Thank you for the kind words. Do you mean that ctrl-n crashes when you run the mod? Or all the time even without the mod? If only with the mod, if you have stormworld_rivermod installed make sure you follow the installation instructions on the wiki in regards to TerrainTypes.xml.
Maybe use sinilar stuff to Adventurer to hand out extra levels?
You guys over at SDC are smoking some weird shit these days. There was ONE 0.980 release that had all the updates. Then there was a 0.980b, also called 0.980.1, that had no changes in the game but fixed installation issues for those that had them in 0.980. Judging by the forums you'd think we were playing one out of twenty or so different builds. There's just one.
[quote who="DsRaider" reply="9" id="3234147"]I am also looking forward to making my own stamps and map types. I have already been experimenting with creating custom terrains but need the mod tools to proceed further. Hopefully if we don't get snow I can mod it in fairly easily, I am just worried about setting it to spawn at the poles. Should also be able to add ancient ruined city stamps.[/quote] There is an arctic terrain already in, I used it in one of my stamps for rivermod. It
[quote who="seanw3" reply="149" id="3234512"]You might want to adjust some of the numbers. I give out alot of stats because the weapons in my mod do very little damage. In general, a 50% nerf to all attack bonuses might be a good idea. Instead of +1 attack per level, +.5 per level and so on.[/quote] Ah... in that case I think I'll hold off until you make it modular. Going through all that for each version isn't something I'm up to.
I don't think that's necessarily something that would accomplish anything. Keep in mind the game is built so that relations start out very strong but deteriorate as the game develops. The longer the game goes, the more negative modifiers are added and positives are reduced in power. Although it "makes sense" to have friendly factions sell you stuff for cheap, I strongly doubt they are looking to add a deep mechanic to this area. Just a quick fix to prevent exploits and maybe let modde
I love what I see in the paths mod. I don't think there's much that would need to be altered to make the paths compatible with Stormworld. 1) Each race is blocked from one path. It has been relocated to its own separate file so no problem overwriting that by hierarchy of files. 2) Frost Giants are supposed to lose accuracy against melee heroes, although I guess that could be extended to "combat-oriented" heroes (everyone except mage/governor). Other tha