Looks interesting, will keep an eye on developments. That said, is it just me or is an exploding starship fade-to-white the most generic ending to a sci fi video imaginable?
Heavenfall
Thank you. For mount, the Death Legion will be using the Behemoth model from the goetia mod. Give us a kiss! http://i.imgur.com/iFGFz.jpg
The Drota and the Goblin use the same model, as they did in E:wom. Goblin naked: http://i.snag.gy/sURMe.jpg Drota naked: http://i.snag.gy/LgJT1.jpg Goblins wear bones of their enemies as a sign of prowess, while the drota wear them as totems and charms. In particular they tend to put bone masks on top of their normal helmets (which was no small feat to accomplish model-wise): <a href="ht
For every model that looks right, there are probably 10 that looks wrong. And for every 10 that looks wrong, there is one that looks horribly wrong. I can only tell you that it did not suffer for long. http://i.imgur.com/l5dDU.jpg
The Death Legion will also be making a comeback. Their heads also needed adjusting to the new armor. In addition, I needed a way to differentiate between male and female. So I decided that the males will wear necklaces of red stones around their necks, while the females won't.
If you want a great experience, don't play any beta from any game, play the game when it is released. There are many improvements made in FE beta, and many yet to come before release. So far they have 1) more accessible interesting magic 2) champions develop according to choices 3) much deeper combat system 4) better graphics. 5) more interesting world 6) better city and tech management
In FE they have changed the armor models, so factions that used certain models that worked in E:wom won't work any more. So time to edit them! Basic Golem before/after: http://i.snag.gy/AKgCd.jpg Note the head, biceps and the chest that were clipping badly with stuff. Boots and bracers still clip a lot. Also that spike in the back shouldn't be there, wonder where that came from...
What would be the point of doing a "2D" mod? If you want to play great games with crappy graphics there are plenty around.
To see your own enchantments, click the mana resource.
Sounds overpowered if you ask me. Cities are way too important to just vanish because someone dispelled them.
Since they change 20 values in the file every patch, it's a good idea to keep track of changes you make to it. Just sayin'. Anyway, some files just straight up are not possible to make modular. Sometimes you just have to accept that. TerrainTypes.xml is another such example.
Just a small update, since they've started talking about faction differentiation being one of the main things they'll be working on from here on out, I won't be working on this mod until we're much closer to release. First, I don't want to "reinvent the wheel" every new beta patch, and Second, I'm hoping they will unlock more possibilities in faction differentiation for modders. I will focus instead on mods that aim for areas unlikely to see significant change, such as
Keep in mind there's a month's difference between our build and the showcase build. I do not agree that this is too early to showcase. Showcase builds are often extremely limited builds, almost like demos, that show off concepts. If you've got an hour of great gameplay, you've got a game to showcase. And FE has an hour - and more - of awesome game. The problem with FE currently is lack of replayability (every faction is the same) and lack of meaningful c
Glad it's being enjoyed! A similar mod is planned for Fallen Enchantress in the months to come.
That is strange, but also fortunately fortuitous.
The tent is a goodiehut that is set to have a random champion of a certain spawnrating and allegiance (kingdom/empire). If none is found, it will be empty.
That happens when there isn't a single champion in the pool with the appropriate spawnrating.
Set the capital city hub type to produce 1 "capital city" resource per turn. Then create a production rule that is linked to that resource, but is 0 by default. Then, each faction could have their own faction bonus that unlocks the power of the production rule. ( edit : the bonus then being that you can make it selectable for custom factions as well) Although there are downsides to that, the most obvious being if you conquer someone else's capita
If you used production rules instead, you could skip making separate cityhub improvementtypes altogether.
brb, generating meme there we go
How about a pioneer that simply costs more, probably local population to build, but also creates a larger city from the start? When you have a massive civ you should be able to send a 100 or so to start a new, larger city than the normal one.
I've been thinking about how to best allow the players to actually use the rivers, ie a magma forge for example. The modifiers that I want to use don't work from world resources - ie stuff like "apply trait to trained units" or "apply stats to trained units", or "give stats to defending units". So I can't just put them in the improvement and link it to the closest city, that won't work. The other option is that each world resource from these rivers, for example
[e digicons]:thumbsup:[/e]
I really only listen to music from phonautographs. IMHO, it's all about the feel of the sound.
I designed the tiles in the E:wom editor. Other than that, it is more a matter of understading the XML, and then applying it.