the only thing I can think of is doubling for those tags. try putting negative values in your mod to balance out the numbers already in. ie, don't reduce liklihood to 0, but set it to negative its original value.
Heavenfall
I'm telling you, you can't get light armor without first getting both those techs. There's something special about it. Maybe it's because the values are the same? Edit: Here's an idea. Maybe prereqs are handled differently for items+improvements, and for techs.
Also, if you cast the Sion unit ability "sprint" on itself twice, the unit can move anywhere on the map.
Hello, it's me. The Superstitious trait and the Uneducated trait for factions do not work. They apply to the cities properly, but when the calculation takes place at the end of the turn, they are ignored. Also, Pariden has a beta-remnant in their raceconfig where they get 50% more food.
New release. Added the turn removal to stab of ice again, and upped it to 4mana. [quote] HF107_unittype_GenericWraithSoldiers.xml - Resoln faction bonus Death Worship not properly applied. I've added 2 health to wraith units. This WILL affect custom races using wraith race. This will NOT affect pre-designed units Peasant and Pioneer. HF107_item_bandoffortitude.xml - Item says it gives 2 health points, but only gives 1. Fixed to give 2. HF107_worldresource
Here's a juicy one I can't figure out. Paridan faction has a GLOBAL food buff of +50%. Where is it coming from?
I need to retract my earlier statement [e digicons]:D[/e] Listing several techs does not necessarily make it "OR" For example, consider the Kingdom tech Light Armor that requires TWO techs before it becomes available. Tech Cutting_Weapons_Amarian</At
If you look at corearmor for example, each item lists what modeltypes it can be put on. KingdomMale Since we had to make a new modeltype, you'll have to make a new list of items with the new modeltype. I'm not sure what you mean with [quote]Now, what about my Quendar and Urxen showing up randomly in the backgrounds and such when I want the race to use them 24/7?[/quote] are you trying to do something
To the elemental folder. I'm surprised people don't have it already, it was there for me from the start. oh well.
It's not just 3 more health, its a completely different species! If the unit could not be upgraded, I would be inclined to agree with you. Anyway, that part at least is modular - I don't force you to play with them. I just realized they didn't fix the death worship race bonus either. Crap. I'll include in next release.
The old bugfix mod will break many things, so those absolutely have to be deleted.
There's no way to know besides actually witnessing if one of the changes has been applied. For example, you could start a kingdom, and if it takes 10 turns to build the farm the mods are not applied. Note that this mod is only for elemental 1.06. If you're running 1.07, look over in the other thread.
If I change back stab of ice in the next release to always make the enemy lose their turn, there won't be a single spell balance change that is not also a bugfix for a completely broken spell.
You're welcome! @p22 Come to think of it, every single non-damage spell except Rallying Cry and Fear that I touched were irreparably broken. I don't know why someone would choose not to use those fixes. If anyone's curious, many of the mods from 1.7 straight up made it into the game - including adding costs to quarries, to fixed resource building costs. Arguably those were a little less "fix" and a lot more "balance" when I did them, but since they were later "fixed" into 1.07
There is very little modding depth to speak of at the moment. All we can really do is recycle. So far, only Gnillbert has produced something that is actually new in terms of the xml mods - both the shard fix and the example of using a global unitstat of 1 as a way to count resources. At some point they can break away from "fixing" and think about "adding". At that point, I think we can start asking for modding depth. Before that... there's always tiles to be done.
The shard fixes apply to more than just damage spells.
I love these constructive posts! +1 rep from me
The only way to increase mana regen is to build the city level 5 tower of eredrok (or something) for kingdom players.
I don't think that's fixable. The unit model files have set points where certain attachments go. We can't enter relative values, and we can't change the points in the models.
The basic items available in the shop can be modded into the cityhub files. Edit: Beaten.
First, I think coreracetypes is no longer in use. Nothing I changed had any effect. I got your texture to work on a faction's generic unit. This is how I did it First, from your raceconfig: yourunitnamehere Then create a new unit with Gfx\HKB\Units\K_Male_Mesh_01.hkb &
Can you upload the textures somewhere else than depositfiles? Every time I tried to download for the last few days I get; We are sorry, but all downloading slots for your country are busy. I live in Sweden.
For those coming from the 1.7 version of the bugfix mod (for 1.06 elemental) [quote] Stab of Ice - no longer makes the target lose their turn. Mana cost reduced to 3 Freeze Enemy - now single target, always makes target lose turn. Extra note: The attribute is described as a % for enemy to lose turn, but it is 100% no matter the value[/quote] All these fixes were fixes from 1.06 that weren't patched at 1.07. And also special thanks to Icecrown for lettin
Again, I'm deleting this post because old bugfix mods seem to attract pirates. Update your game, and the new bugfix mod for 1.08 can be found here: https://forums.elementalgame.com/396824
Going through the files I noticed that your infernal spell lacks a Also in CoreSpells_WATER_Strategic.xml you referenced an effect that wasn't included named named MakeTundraMod