I have to say, the mods are actually quite impressive when lined up like this.
Heavenfall
True, but at least we're not steamrolling as a result of getting huge XP from fighting other factions. Anyone else remember the untouchable demigods from early FE that you had after ~3 fights with another faction? I don't see a reason to take a big step back.
It is very low to maintain some balance in the game, and to prevent the winning side steamrolling over the entire map (win one game -> much more likely to win next -> win whole map)
Weaponsmith is a 1 per faction kind of thing. Double-check so you don't have it in any of your other cities, especially conquered ones. Also note that the chain is Forge-Blacksmith-Armorer-Weaponsmith
Current version compatible with 1.2
Hmm... I'm going to have to say "working as intended" there. Frostbrand has an "on hit" effect, meaning you actually have to hit the target in order for the effect to occur. The banshee blocks all physical damage, effectively it does not get hit. You cannot hit a unit with the "spirit" trait with physical damage after all. Edit: Added this to the wiki at http://childrenofstorm.wikidot.com/mechanics
Uploaded 1.2a http://childrenofstorm.wikidot.com/versions Edit: Found last minute error. Uploading in 30 minutes instead.
Version D = 1.2. No changes except doing the same changes to core files as 1.1->1.2.
[quote][eLIB] Improved Dual-wield skeleton 1.0 By Heavenfall - This Mod adds an Improved Dual-Wield Skeleton to the game. [eLIB] UnitStat Background Mod v.C for LH 1.1 By Heavenfall -This library mod is for other modders to include in their mods. There is no point downloading this on its own as a player.[/quote] Maybe this shouldn't be in the list? Or be in their own category at the end? The way I see it, this list will primarily be used by "use
1) It is not possible to do this. 2) Check out autodefend in CoreSpells.xml
If there is no defaultvalue, then the defaultvalue is 0. However, if there is a defaultvalue (not 0) then custom factions will record it in their raceconfig. This is a very stupid practice that they should never have implemented.
Either there already is a scroll bar, or you can't do it. The scroll bar requires code from the .exe to work, and we don't have access to that.
My tests when modding all point to this modifier TacticalUnit ChanceToLoseNextTurn Afraid &nb
I'm back now, will upload new version today or tomorrow.
I'd rather have more exotic types of resources. Stone and wood wouldn't really add anything for me. We have lumber mills and clay pits already.
[quote who="Limboldt" reply="234" id="3377310"] Is it correct that gnomes cannot use Life-shards? Vers. 1.2/1.1c[/quote] Yes, from their antimagic faction trait.
The DLC almost certainly will cause conflicts, and I saw a couple of changes in 1.2 that might as well. Just wait for the upload, should be no more than a week.
Looks like they released 1.2. I'm unavailable for the next couple of days but I'll post updates when I return.
Skip the whole spell and unit trait thing. The monsters are a faction and you should be able to give the faction as a whloe +% tyrough its raceconfig. Note wildland monsters come from different faction.
No way to check this except going through them like you did. It is trye that a crash dump is saved, but it is only readable by the devs and they do not bughunt games with mods.
Not that I know.
Can't think of a way to do that.
Hmm... unlocking a new abiliy based on a unitstat is easy, so the first order of business would be to get them the unitstat. When you have an outpost it can give unitstats to units inside its area. I would start at looking at how outposts give that bonus to friendlies in the area. Once you can replicate that, you can set up a spell that requires the new unitstat.
Try giving the unit true
Yes, it should. Keep in mind I have my own overwrites of shrills in the above file, so you should look into those changes if you want to maintain compatability with CoS.