I put in the first traits in 0.3, the rest will come later.
Heavenfall
Uploaded v.0.3 containing the champions 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] Changelog for 0.2->0.3: Added in most champions from Stormworld, reworked for FE:LH. 26 level 1 champions, 8 level 3 champions. Each champion has the same chance to appear as vanilla
The problem is that we have to specifically design the trait tree. We tell the game exactly where a trait is going to appear in the trait tree by XML. So if I add something at coordinates x=3 and y=3, then if another mod does the same there's a conflict and only one shows up. I'm going to use the following coordinates in the General tree (x,y): 1,0 2,0 1,4 2,4 3,5 4,5 5,5 0,5 1,5 2,5 1,6 2,6
I should add that I am also going to add custom traits to the trait tree, so I don't think our mods will be compatible.
In BGTraits.xml you have three unclosed which are probably causing a cascade stack overflow when combined with the many files in my mod. The first is after line 2764, second after 2797, third after 3118.
Both are possible, side by side. But I personally would prefer steam workshop integration. By that I mean REAL steam workshop integration, including an in-game mod manager. As the game saves all xml data in each save file, having automatically updated mods doesn't sound like a bad idea to me. Your old saves would remain unchanged, after all. Steam workshop is ridiculously easy to use, which I think is something this game badly needs. As a suposedly mod-friendly game, I fin
bluegreen0 this sounds very impressive. The link you provided to wincustomize isn't yet available to the public. wincustomize uses a system where they have to authorize all uploads before they are available - this usually takes a day but can take up to a week. Perhaps you could provide an alternative download location in the meantime?
The unitstat lib also adds traits to lots of monsters (like "This unit counts as a God"). Your best bet, cohka, would be to do a direct comparison between my CoreMonsterUnitTypes.xml and the one found in the installation directory. You can use software like winmerge to help you out.
Unfortunately, metacritic only ever records the first value assigned to a product by the reviewer. They ignore any changes.
Pitch Black was great, and Chronicles could have been great if they had cut away some of the cheesy tropes and focused more on Riddick. I think the setup for this new movie is as perfect as it can get. This is personally where I want to see Riddick - fighting mercenaries in an ever increasingly hostile universe.
Looks like I unintentionally packaged ChildrenOfStorm_Reliquary into the 0.2 release. That piece of the mod is NOT fit for gameplay, and you should NOT play with it. I am uploading a new version 0.2 without the reliquary now. If you started a game with it active, I recommend you remove it and start a new game.
I don't think it's a matter of waiting for the computation. The game calculates up to thousands of pathfinding operations at the end of every turn in less than a second. Plus you can actually click where you want to go before the waypoints show up, and it'll be the exact same route. The only delay exists in showing the overlay, which should absolutely not take any significant cpu time. I respect that they delay it as a matter of "artistic license", but this is something I
No, I was testing from the mods folder.
It's strange how just a tiny sound can bring you back 15 years in time. I'm talking about the sound that played when you go from tactical to strategic map - "OOommm". That surely must be straight up ripped from Homeworld.
Uploaded v.02 containing the Factions but not the champions 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] This is a changelog for those of you coming right from Stormworld for FE: Major differences between Stormworld and Children of Storm: - Different modules are no longer depend
Beautiful spread with the image header in that review, very nicely done by them.
I'm the kind of player that always sets my tooltips to appear instantly in any game. Once I know there's a tooltip, I LOATHE the delay it takes for it to appear. If I am going to be checking 10 000 tooltips throughout a game, I don't want to wait 0.1 seconds for each one to appear. I don't want to wait 0.01 seconds either, although I probably don't notice that. So since E:wom, the elemental series has featured a slider that allows me to set the tooltip appear
Correct, that visual artifact is gone.
A smallish update, it wasn't posted in this thread but I had requested it earlier. The unit design window now properly supports mutually exclusive traits. If two traits belong to the same abilitybonus they can no longer be selected at the same time.
¯\_(ツ)_/¯
I copied your xml, added the same XML I did above to the end, and it shows up on sovereign selection screen. What we have here may be a very obscure case of the XML having to be read in a particular order. I am curious if you guys can make this work by putting the xml at the very end of the unittype.
I added this to a custom sov LadyProcipineeAnimationPack HeroPoseFront,_Particle_Procipinee_02,2.0,-2.5,0.0,2.0,EffectAttach and it showed up in-game. @op, post your xml.
I'm going to make a couple of cuts from the next version. I'm going to fall back on using the vanilla bloodline abilities instead of my new ones. Also, I'm not going to implement the bonus traits for heroes detailed on page 1. I think I will finish the conversion of Stormworld before I start adding new content to the mod. Otherwise it becomes very hard to balance for me. Also, Greenskins are out. Gone. Not good enough. Sort of rubbish. Next version will have the ch
I think it sounded immensely cool, but when I saw the AI tech demos it really wasn't impressive to me.
No multiplayer.