Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,866 Replies 34,020 Reputation

[quote who="Vandenburg" reply="18" id="2928770"] Perhaps Heavenfall as a modder could, instead of adding nothing to the discussion too, help you with that. [/quote] [quote who="Heavenfall" reply="4" id="2928375"]I believe that there are parts that cannot be changed. Sorry.[/quote]

22 Replies 20,569 Views

Some of you guys are being assholes, having fun at someone elses expense got old on the internet in 1992. You've literally added nothing to the conversation except your unwanted jeers.

22 Replies 20,569 Views

So I'm working on a name generator (adapted from Dwarf Fortress) for cities and such and it occured to me that it might work pretty good for the weapons in artifact as well. And now I'm wondering if people would like to see the names of those items replaced. They'd be more unique, but not give a hint as to what the weapon does/has. For example, currently weapons are named Agile Gnarled Club of Nervousness Staff of Premeditation Dual War Hammers of H

263 Replies 572,029 Views

Some info from carielf 20:05 Hey, some questions about the name generator if you have time. I've tried modifying it down to its basics, but nothing I do seem to have any change. 20:07 I think that only one of the ruleset files is really used 20:07 searching for it now 20:24 I just assumed it was CoreNameRuleset.xml, I haven't seen any other files on the topic 20:26 I th

9 Replies 6,712 Views

These are the planned strengths and weaknesses for the giant faction: Race Weakness - Caste hierarchy - The Giants' society is divided into specific social roles, where giants are born and die. Giants have access to almost no unit customization, and may not mix low-quality weapons with high-quality armor or vice versa. Race Weakness - Sort of Slow - Giants research into arcane spells and technology is 10% slower than for other factions. Race Strength - Giant Presence - G

457 Replies 638,211 Views

I don't think it's confusing at all, it seems very straight forward and I haven't read the books. If the series can keep the quality as high as the 1st and 2nd episode, this has the potential to be the best fantasy tv series of all time. Of all time.

103 Replies 451,152 Views

Has anyone had any luck with modding this? It seems I can't change anything in practice. I set up the rules with only one consonant and one vowel (hammer/fall) and it still kept choosing non-sensical letters not in the corenameruleset.xml file.

9 Replies 6,712 Views

Edit: Aaaand I'm out. Can't replace the system used to generate names, and since it sucks from the get-go I can only make it stink slightly less instead of making it awesome. My plan was to bring over the name generator from Dwarf Fortress, but... another time maybe.

33 Replies 96,999 Views
Reply to Darkspore ! in PC Gaming

I've played plenty of beta and I have a copy down for pre-order. It is a pretty basic gameplay, I think, which is best suited for coop. I see it as a "play to relax" game, not necessarily that demanding but still fun enough to warrant playing. https://forums.stardock.com/388781/ is a previous topic on the game.

30 Replies 113,595 Views

Check out ElementalDefs.xml. If you can't find anything there, you'll need to add to each regular unit the following tag -2.0000

4 Replies 3,518 Views

[quote who="BoogieBac" reply="19" id="2926039"]Sorry - there are definiatly attachment points that effects can be linked to, but the only current way to attach in in XML, in the UnitType or ItemType. A spell that lit a weapon ablaze for a duration, visually, wouldn't currently be possible. I beleive it's a system that we'll need though, so I'll keep you posted as improvement are made.[/quote] Cool, curious to find out how the effect reference points work (I'm

40 Replies 98,165 Views

All beta patches require an internet connection. If you don't have a connection, use non-beta patches (1.11). There were ways to bypass this error in the past, but those have now been fixed/removed.

2 Replies 2,853 Views

I'm not sure I understand that BoogieBac. Surely the point is to allow custom effects on units, no? As you say, display ailments. Are the effects "hardcoded" into the model (ie - this dog model sprinkles red dust always and only), or do the models now contain reference points accessed from the game xml? Like the localframes?

40 Replies 98,165 Views

Yes. http://img703.imageshack.us/img703/6518/elemental1295981513.jpg http://img407.imageshack.us/img407/1255/elemental1295981475.jpg

43 Replies 43,916 Views
Reply to Mods broken? in WOM Mods

Is that the same place where maps you create in the in-game editor end up when you save them?

3 Replies 3,708 Views