Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,867 Replies 34,020 Reputation

Uploaded 1.1, makes it not crash when summoned units are used and the player goes into negative mana. Grazz_ the problem is that tactical spells don't check if the resource is available, something that is done in the strategical level. The only workaround to that is just not using global mana at all, and using the vanilla essence instead. Edit: Sorry, you were refering to working around the crash issue, not the "infinite mana" issue. Fortunately, I found a solution already, wh

3 Replies 5,647 Views

Taken up on the bold statement that I could implement a global mana system in 2 hours with the current modding system, here we are (just kidding... nobody cared). This is a concept mod, which means it hasn't been bug-tested very much. It is released as a way to have fun in a game, rather than provide a more lasting gaming experience. Mechanics changed - Mana is now globa

3 Replies 5,647 Views
Reply to Help in WOM Mods

Did you extract the files? The .rar or .zip you downloaded has to be extracted, it is not enough simply to place the file in the /mods/ folder.

8 Replies 6,471 Views

I would really like to see someone else do the moderator stuff. The elf race ended up taking a lot more of my time than I thought it would, and I have some people I need to make up for it now.

598 Replies 3,038,411 Views

If you want it to work with Elves, you'll need to add prerequisites for the custom tech tree. It's exactly the same, except each name has CPELF_ added before (so Arcane_research_Amarian becomse CPELF_Arcane_research_Amarian). I also think you should be more specific in the main post about what the player needs to go to gain access to the buildings. And that it's only for Kingdom players so far.

6 Replies 5,903 Views

The problem I was running into was that the sion head was getting applied to the custom modeltype. The reason you guys didn't suffer from it was that for you, the sion head ended up being the default (and only) head. I changed that by overwriting the old Sion_Head internalname and adding my own useless modeltype to it. [quote]That's definitely up there on the "importance" list, but, I think the most important thing would be to make sure you don't change anything someone else might not

134 Replies 302,822 Views
Reply to Movement? in WOM Mods

In the meantime, here's an example of a mod that gives you +100% movement on strategical map only, for Altar and Capitar faction. [quote] DisplayName, ShortName, Capitol, Description, UnitSkinColor, UnitHairColor, UnitClothColor, BuildingPrimaryColor, BuildingSecondaryColor, BuildingRoofColo

12 Replies 11,729 Views

I think it's unavoidable in some cases. However, in this case, I didn't even think about how it would affect others, I just saw it as something obvious to change since the sion head was getting applied to every modeltype in the game, including the Fallen modeltypes. I sincerely did not think that anyone was using modeltypes without any (non-sion) heads. I think the most important thing when changing stuff for everyone is that it is properly noted. I'll add it to the "info for modders"

134 Replies 302,822 Views

I think we're both to blame. The elf mod is to blame because we changed something for everyone, and you guys are to blame because you didn't apply heads properly. If you've got another solution that fixes it for both factions, I'm all ears.

134 Replies 302,822 Views

If anyone's looking to add support for Elves, create a new file named Whateveryouwant.xml and enter [quote] City Horse Stable City Horse Stable breeds best horses in whole Kingdom and gives you 1 horse per two turns. city_stable_kind_finished city_stable_ki

8 Replies 31,868 Views

Found it. In CPELF_Core_Skins.xml I have disabled the Sion head for all modeltypes. The head had no supportedunitmodeltype, and thus was applied to all modeltypes (=elves with sion heads sometimes). You guys don't apply any heads to your modeltypes, so it always ended up defaulting to the sion head. Now that I've disabled it, you're not getting it anymore. I'll post a fix in a minute.

134 Replies 302,822 Views

Yeah I'm getting it too, and it's definitely from having both mods installed. The only thing I see that is odd is that the undead don't have heads applied. Although why that would only be a problem when the elves mod is installed, I can't say.

134 Replies 302,822 Views

That would explain why some enemy units keep moving to a town even after it has been captured. They start moving when they are going to reinforce it, but by the time they get there, it has been conquered. Even if the conquering army is vastly superior, the tiny little unit will still attack.

8 Replies 14,970 Views
Reply to Movement? in WOM Mods

TerrainTypes.xml

12 Replies 11,729 Views

Gah... it seems I missed the thing about diplomacy units. If you want the standard diplomacy units as well as the custom ones in Elves 1.1, just delete your CPELF_blockolddiplomacyunits.xml file in CPELF/RecruitableDiplomacy/

45 Replies 49,922 Views