Heavenfall

Heavenfall

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

Edit: The link didn't have the info, miraculously. In your raceconfig, go to the tag 2 and change it to a number between 1 and 4. 1: fallen 2: grassland 3: desert 4: arctic Edit: In case you're new to modding, it is usually a very bad idea to modify core files. Check out some tutorials. Instead of modifying the core file, you should create a new file in your mods folder.

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Reply to Mod Namespaces in WOM Mods

I'd like to grab ZZZHF_ as well. Mainly because there's a huge benefit to having my mod files read in last! [e digicons]}:)[/e] Edit: Oh yeah. CPELF_ for community project elf race.

16 Replies 9,820 Views

I don't think it works like that awuffleablehedgie. I think its just a difference between types. It ties into this https://forums.elementalgame.com/394013 Basically, if you're modifying an existing improvementtype, a raceconfig or abilitybonus, you can use the "less evil" approach and only define the tags you are actually changing. If you're changing a spelldef type, for example, you absolutely have to redefine the whole thing. Or

121 Replies 320,109 Views

I see what you were going for and I think it works, but I also think it looks decent on its own. If not house/hut, then maybe just reduce the ring radius slightly.

598 Replies 3,038,170 Views

Kalin I like it, I would scale down the trees however so we can actually see the buildings from above. Of course, since seanw3 called the house/hut, we have to wait for his approval. Otherwise, I am sure we can find another use for the tile. Perhaps Guild Tribunal or Trade Center. Djohaal I like the idea behind the earth shrine, but it feels kind of boring. Maybe add some buildings around it at the bottom, like platforms and stuff.

598 Replies 3,038,170 Views

Alright, for next release [quote] HF108_item_cloaks.xml - Added all cloaks to female kingdom and empire male/female units for design and shopping. Changed gold cost on Journeyman's cloak from 10 to 11 and made item add 1 turn to training time. Decreased cost of cloak of thwarting from 10 to 1 crystal, and increased defense benefit from 2 to 3, and increased gold cost from 1 to 5. HF108_item_bootfix.xml && HF108_item_bootfix_cityhubfix.xml - Traveler's Boots and

67 Replies 42,059 Views

The mod does not affect either of those swords/hammers. That's changes in the real game. I'll have a quick look at the cloaks. I remember someone mentioning it in the last thread, but I ignored it. As for the hammers, I think it's as intended. The sword costs more resources, and also adds a significant amount of training time.

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I wouldn't say I avoided them doomstacks, but I certainly didn't win against them, either. It was more a case of continously grinding the doomstacks down, as their regeneration is almost nothing. That was their weak point, their massive health pools made then need more turns to regenerate to full health. When I lost all the crucial cities, the enemy had two doomstacks just going from city to city and oneshotting the defenders.

52 Replies 133,467 Views

Oh man... I just had the most EPIC game yet, for me. It was on a modded difficulty, about twice as "hard" ridiculous. Each enemy unit had 8 times their normal health (instead of 4 on ridiculous) and the AI got 8 times as much resources (against 4 on ridiculous). I also turned off fog of war cheat for the enemy, since that seems to bug them. For the last 300 turns I've been fighting back and forth over a few cities - lose one, gain one, never getting the upper hold. Just to put

52 Replies 133,467 Views

If you're running 3.1 of the bugfix mod, and using the updated version of elemental without using the beta version, just delete the HF108_mechanic_Bowfix.xml file. If you're using the multiplayer beta version, keep the file until tomorrow when it gets patched.

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oddrheia the problem appears when you have two objects that are occupying exactly the same space. So if you've got two models that are the same model, and they're exactly as big as each other, and they overlap... you'll get flickering issues.

598 Replies 3,038,170 Views

[quote who="Raven X" reply="128" id="2778256"]Well, I'm going to save you guys a lot of work....after I finish Undead Rising 2.5 and finish making the Undead City tiles for the Necropolis, the next step the Dragonlance Team and I will be doing is making one of the two Elf Races that exist in the Dragonlance world of Krynn. These two races are called the Silvanesti and the Qualinesti. Actually there are Three Races of Elves in Dragonlance, the third race is called the Kagonesti, but aside from

598 Replies 3,038,170 Views

[quote who="Velmaric" reply="24" id="2778181"]After the last hotfix tonight, it looks like the HF108_mechanic_Bowfix.xml file needs to have the following tags changed to continue working: Tactical to Strategic for both bows and catapults[/quote] There was another hotfix? I don't see it in impulse.

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I lost a game once. I forgot to turn the battle threshold option down after a patch that reset the value. So my sovereign got whooped in hostile territory.

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At this point it appears that the only way to add tech is to copy the entire previous tech tree. Anyway you forgot to add to your second file.

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Not as far as I know. The effects don't look right in the editor anyway, they're always behind all objects. In-game they're rendered correctly.

598 Replies 3,038,170 Views

oddrheia I had a quick look at the great theatre and there are two significant glitches that are quite disturbing to look at. Do you mind if I modify the seats slightly to fix the problem?

598 Replies 3,038,170 Views