I've updated the main thread with some shiny graphics, and I added a link to the new wiki.
Heavenfall
There's another space game coming with the same focus on tactical planning -> first-person shooter. Can't remember the name though, and I think it wasn't real time strategy (but real-time tactics).
I think it's more about a studied implementation of marketing. They control relatively precisely where and when their marketing resources are put to use, in order to build the maximum amount of hype and exposure. Instead of driplets here and there, they probably prefer "big" reveals so that it gets covered in internet media.
Thanks! A couple of things are missing, going to put them up tomorrow, but I think if you didn't play Stormworld extensively you won't miss them.
Grey magic does not unlock spells.
Unless the other mod says it is, then it probably isn't. [quote who="crimsongekko" reply="74" id="3365286"] 1.0 bug: firebees do not sit still guarding their lair, they move around instead.[/quote] There are several things that can set mobs free from their lair. When I spawn firebees in my game, they behave as they should until one of those circumstances appear.
So... galciv3, society, fallen enchantress: fallen enchantress... and another space game?
Has to be Society right? Although the blue chick in the bath-robe looks very Fallen Enchantress.
For those of you that downloaded 1.0, please go into ChildrenOfStorm_Champions and delete TEMPDEBUGSPELL.xml before before starting up. It will break your gameplay. I uploaded a new copy to the download location without the file.
Uploaded v1.0 a lot ahead of schedule, no work today. If you regularly play this mod and its new factions, please send me your unit designs so that I can include them into the mod! They can be found in Documents\My Games\LegendaryHeroes\Units\ and you can e-mail them to [email protected] v0.4->v1.0 Added in most of the Reliquary (disabled some items that don't make sense with new mechanics) Moved the 20 events from Reliquary to new module Chil
I'm certain Frogboy said somewhere that FE ran at a profit. In fact I think it was a prerequisite for even making FE:LH.
This post is for modders. It won't be useful for someone looking to just use mods. For dual-wielding, the k_male_skeleton_01.hkb used for all humanoids has a less than ideal tuning of the left-hand weapon. These skeletons https://dl.dropboxusercontent.com/u/32649007/Dualwieldskeletons.rar improves the location where the off-hand is visible by providing the game with a new bind poin
It'd be an open wiki, of course.
You have multiple unclosed tags. When you open a tag, say , it is imperative that you close it with when you are finished with it. If you don't close it properly, the game doesn't know it should stop reading the content as backstory. This can cause a lot of issues when the xml is read by the game. Here's the XML with the tags fixed, and everything appears to function in-game now: <UnitType InternalName="Champion_Na
If I had 150-200 hours, I would write up a complete tutorial on a wiki. I just don't have that kind of time. I'm already putting 30-40 hours into updating Stormworld to Children of Storm, which is frankly not very interesting time. I can't tell you how much I'm looking forward to actually adding content to the mod instead of just converting old content.
It hasn't, thanks for the report.
http://www.kickstarter.com/projects/doublefine/double-fines-massive-chalice Smells a bit like a fantasy x-com with a bit of CK2 hero management thrown in. The kickstarter campaign only launched today and they're already past 250k/725k goal.
[quote who="Meckerdrache2401" reply="58" id="3364834"] Im curious: Why do you think that your orcs are a underpowered race? Do you plan to bring them back in with better abilities? The warboar mount isnt fitting the golem race, but that is just my opinion.[/quote] They were boring to play and didn't look unique to me. Thanks for the bug reports guys, really appreciate it. I'm uploading 0.4 now with: Fixed Living Stone
In 80 turns, however the number may be modified by world difficulty if I remember right.
It isn't necessary to hide them. Since traits accept both a prereq for abilitybonusoption AND unitstat, you can simply have mutually exclusive trait "branches" inside a tree. trait 1: give 1 unitstat_x trait 2:1 - require 1, require 1 unitstat_x, subtract unitstat_x on pick trait 2:2 - require 1, require 1 unitstat_x, subtract unitstat_x on pick now you can only pick either 2:1 or 2:2 Here's what it looks like when you are fulfill
Not dynamically (champions/designed units), however if you have a monster with fixed equipment - say a huge juggernaut with an axe - you can set the game up to drop it as treasure when the monster is defeated in battle.
Hey, this forum was just created so wait a day or so for people to move over their mods from the FE mod forum. Or you can go to the FE mod forum and look for threads specifically marked LH. For those not aware, you can move your current thread by editing it and selecting a new forum category at the top. Edit: Looks like it's not available in the drop-down yet.
And I'm just going to assume you have a tiledesign named RandomizedMonsters_MysticPond? Then I don't know what's wrong, sorry.
Post your xml.
[quote who="Revollti" reply="72" id="3364724"] Still have 1.0 Ingame - Steam is not loading 1.1[/quote] It's almost as if it was [quote]*** Unreleased ***[/quote]