[quote]we now have systems for particle effects and colored glows to indicate any status ailments a unit may have.[/quote] Fuck Yes. I'm curious how this works in practice, although it really doesn't matter until we can start modding for FE. For example, does one effect work for multiple weapons? Let's say someone casts Fiery Weapons on a unit, causing its swords to glow fire. Does it use the same effect if the target has a bow? Are the particles automagically aligned acco
Heavenfall
How much time does an animation take to make? I'm curious because it always seemed like a massive timesink to me, one that players at least never talk about.
Just a heads-up that I've found a compatibility issue between this mod and ExpandedFactions_UniqueUnits sub-mod. I've added the following text to the main post: [quote] Wizard's Library 1->3 Note : The Wizard's Library is not compatible with the ExpandedFactions sub-mod Expandedfactions_UniqueUnits. If you have both MoreBuildings and ExpandedFactions_UniqueUnits installed, either delete ExpandedFaction
Uploaded 8.7 Special thanks to M. Agrippa for helping out with a mod that has now been included in this mod (it solves the issues with compatibility between Updated Weapons and Expandedfactions) Updated to 1.19m standard Fixed graphical issues on elven lumber mill and wheat farm Elves will build wheat farms on wild game resources Elven caravans now move with standard 2 strategic speed instead of 1 (old, old race flaw that linguered) Sub-mod: ExpandedFaction
Impinc, I changed my mind and won't be adding the new racetypes. It's just way, way too much work. Still, it would be great if you could add the following (used by the current pre-made sovereigns) Human-sized: AngelMale DrotaFemaleSov DrotaMale CPELFMale <Un
The nerve! These are the Weapon Abilities used for Elven and Angel weapons in the ExpandedFactions mod. chosen by M. Agrippa as he helped out with compatability between ExpandedFactions and Updated Weapons: Wakizashi Bleed: 2% per DEX attack penalty to target, 2 damage per turn for 3 turns Double Strike: Two hits for 30%-100% each Elven Short Sword Flurry: Three 40%-100% hits at 75%, 50%, 25% attack Pierce: 50% attack in true <span class="detail
Nah I'll just copy them. I can basically just input the abilities into the standard EF, and if the player has UW he will get the abilities. If he doesn't, he will get the standard weapons instead. So there's no need for the inbetween mod, so to speak.
Common sense? I know that! For things you know nothing about, it works about as good as the ol' "some bloke tole me down the pub" and "it stands to reason".
Uploaded 1.14
Since it's not immediately obvious which scoring is better, InTheLink: Standard Weird measuring range... sort of "three products rated blue, one rated grey and one rated neon".
This is probably related to the Impulse login being worked on today (see forum message) Edit: Looks like it's up again
You got to have some sort of texture unfortunately. Otherwise it just goes all white in-game.
.3ds works. Is there a texture on it?
Hmm... very strange. Oh well, I don't see it now so it was probably a result of the custom faction.
The useful bits have been released as part of other mods.
Here's a list of the modeltypes I use in EF Human-sized bodies DrotaMale DeathLegion DeathLegionNeutral DrotaFemale DrotaFemaleSov &
EternalRequiem again thanks a lot for the bug reports. I've not been able to reproduce the double monastery issue. What faction were you playing? What version of the game?
M. Agrippa I've started updating ExpandedFactions for 1.19/1.2. It seems to me that Elf Upgraded Weapons can be appropriated into EF without causing issues. Is that OK with you? I would change the elf weapons to give abilities only if Updated Weapons is installed as well (like we did for Artifacts in ACP). This would be to avoid having the user install another mod "inbetween". I just want to know if that's ok with you.
I've been using an internet ID for a while, and as far as I can tell it doesn't have any benefits. In fact, the opposite is true since some sites demand such an identity, forcing users to install 4th party software ( 1- the buyer 2- the store 3- the issuer 4- the company that produced the programs). As always, it comes down to accountability when things go wrong. The government doesn't want any, that's why they put it to private companies. And the private companies rea
[quote who="TheProgress" reply="12" id="2924704"] Quoting Heavenfall, reply 2I've pre-ordered, obviously (yes, I said obviously). But I refuse to participate in this feast of advertising that is the ARG running. I said it from the start that it is nothing but a huge marketing ploy, and it has become even clearer now that Valve are urging people to buy other games in order to release portal 2 earlier ( http://www.aperturescience.com/glados@home/ ). Ya! Fuck Valve for provid
Isn't this the kind of game that has been on permanent sale? Ie early alpha/beta paid release?
[quote who="impinc" reply="3" id="2924296"]I'm guessing no for right now. I'm guessing scripting support won't come until the third "expansion". I think it's one of those things of trying to make the best game they can right off the bat, then worry about scripting support afterwards. They're doing a lot to make sure things are moddable by XML right now, and if they keep going with that idea, scripting may not be as necessary (though there are always things you'll proba
I've pre-ordered, obviously (yes, I said obviously). But I refuse to participate in this feast of advertising that is the ARG running. I said it from the start that it is nothing but a huge marketing ploy, and it has become even clearer now that Valve are urging people to buy other games in order to release portal 2 earlier ( http://www.aperturescience.com/glados@home/ ).
1) Yes, there is something called essence which is still hooked up everywhere, but not displayed any longer when selecting a unit. 2) You can give everything more damage, or take away health from everything.