I'm a bit confused here. If there is a world resource in enemy ZoC, and they build on it, and then it falls in my ZoC, it is now mine. I don't need to send a unit or anything.
Heavenfall
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I haven't played civ5 in a while, but my major complaints were 1) shitty combat (FE is so much better, it's not even worth comparing, but let's say it's like the sun compared to a pebble). Civ5 "combat" is like pressing autoresolve in every fight in FE. 2) minute-long end of turns (FE are 10% of time spent waiting in Civ5, with better AI) 3) mechanics without depth (civ5 threw all these options at you, but it really just all came down to gold, productio
[quote who="LNQ" reply="28" id="3105175"]So that means that maximum drop rarity is 0.003%, or 1/33000. That's a definite unnecessary limitation in the system.[/quote] I agree that it's an unnecessary limitation, but is it an issue?
I've been doing some science over in the reliquary thread: https://forums.elementalgame.com/418506/get;3105148 As a result, when the next version of this library is released, all core items will have their likelihood reduced by 75%. This will allow modders to add new random items to the game.
Confirmed... the likelihood calculation is a range that is capped at something close to 32767. Imagine five items with likelihood 200. The game then sets up a random roll between 0 and 1000, where a 0-200 means the first item gets picked, 201-400 the second, 401-600 the third and so on. But the range is also capped at 32767 or something close by. And because the core armor, weapons and items have a likelihood that adds up to 32900, it is not possible to add new items without changing
I've been running some tests and there appears to be a cap of the total likelihood that can be calculated. In the vanilla game, there is a total likelihood of 32899 from coreitems, coreweapons and corearmor. My guess is they've set the collector to a short int type, which would cap it at 32767. I'm going to try reducing every likelihood by half, to see if that opens up space for my items to drop as well. If I'm right, then reducing the vanilla items by h
It appears the only way to add these [quote]UnitStat_BG_IsInSwamp - 0 for all units, 1 for those who are occupying a Swamp tile on the strategic map UnitStat_BG_IsInPlains - 0 for all units, 1 for those who are occupying a Plains tile on the strategic map UnitStat_BG_IsInHills - 0 for all units, 1 for those who are occupying a Hills tile on the strategic map UnitStat_BG_IsInDesert - 0 for all units, 1 for those who are occupying a Desert tile
Depends what you want to do with it. There are currently terrains that do not support cities at all, and some terrains that support cities if they have the right environment (barren/green/dark). If your goal is only to increase the amount of grain and material, just increase the numbers where they already exist. Other than that, there are no guides or sure things. Time to start experimenting!
Agreed. That's where I see 4x fantasy in 20 years or so.
C:\Program Files\Stardock Games\FallenEnchantress\data\English TerrainTypes.xml
TerrainTypes.xml is in installation directory \ data \ english
You're welcome. If you have any other questions, please post them here: https://forums.elementalgame.com/forum/1008 It's a hidden modding forum where we won't miss any post.
I'm not sure why Clay isn't showing up at the moment, it may if you play with -localdataonly. To change the tile stuff, search your installation directory for TileYieldMaterials and TileYieldGrain. They are given from TerrainTypes.xml and CoreWorldResources.xml. I am not sure about the final result, there is some math going on there that isn't obvious.
"C:\Program Files (x86)\Stardock Games\FallenEnchantress\FallenEnchantress.exe" -localdataonly When modding any AbilityBonusOption, it is a very bad idea to include everything in the mod file. This will lead to every modifier being counted twice - if you have a trait that gives +2 strength, it will give +4 instead. This also applies to ImprovementTypes (buildings), but mostly not to other types like items and units. This is an example of a mod file that makes We
None of those files have the Wealthy background history, it is in CoreAbilities.xml. You only need to start with -localdataonly in the shortcut if you change files in the installation directory.
Exactly what is in your file, and where did you put it?
It's a fair question, the answer is I'm not planning on overcoming the issue. You can either 1) play without mods, 2) play with mods on a 32-bit system and crash more often or 3) get a 64-bit system.
To deepen the lore of the individual factions, each faction will also come with 3-4 champions that go into the general pool to be found and recruited when exploring the world. http://dl.dropbox.com/u/32649007/FallenEnchantress_1331382499.jpg Edit: Oops, it says human... should be living stone.
Another modbug, if a player uses a fully modded faction with its own racetype, and then removes the mod, but still has unit designs in his /units/ folder, the game will crash once a sovereign has been selected. To fix the problem, delete all unit designs from mod factions in the /Units/ folder.
I would like the option of upgrading my troop size, IF the total amount of experience gained by the unit was divided appropriately. For example, if I upgrade a 3-man unit to a 7-man unit, it should have its current experience divided so: Current XP * (3/7). This is to symbolize bringing fresh recruits into a battlehardened unit, greatly reducing its effective combat power.
Beyond the obvious "leadership" aspects, training units with more members also reduce the per-member wage cost. 3 men = 3*wage 5 men = 4*wage 7 men = 5*wage 9 men = 6*wage
Known issue, pioneer should not be editable.
Not to be rude, but any time gained would be lost twice over having to shift through the shit.
MIP levels are different textures in the same texture file, that you render according to distance from camera. It allows you to show one texture far away, and another more detailed up close. In the video, Frogboy replaced the "far away" texture with some random stuff. They are commonly used in Source games as a way to do funny sprays that show one image far away, and another up close. For any other purpose than saving memory, their use is limited, because people running at low graphic