0.7 is up-to-date for 1.20
Heavenfall
I don't think so.
The "other" unit category is defined by a faction's racetype (CoreRaceTypes.xml), in this case Generic_Slave
Both of these are indeed possible, but it will require some complicated work, some of it 3d. I only know how to do this in maya. For the ring, you'll need to create a new mesh that will act as a container for the Effect_Loc_1. You can then add an effect to a user's hand by adding that 3d mesh and the effect to the ring's artdef. (edit: planning ahead, it would probably be a good idea to create at least 4 different locations, if not 8 including the left hand. That way you c
[quote who="TBS Gamer" reply="2" id="3313085"] It strikes me as odd that this one variable is set elsewhere when everything nearly everything else is the game is defined in ElementalDefs.xml and CoreAbilities.xml.[/quote] There's hundreds of tiny things like that, I just wanted to be helpful and say that even if the values aren't in CoreAbilities.xml they still work. [quote who="TBS Gamer" reply="2" id="3313085"]Where is the trained unit trait stealth
Stealthy is hardcoded, it works even if it hasn't got a modifier.
The engine is off limits. It is not possible to do these sort of changes to the UI, you can only really move things around or resize things. The engine being off-limits, we are left with XML changes, UI tweaks and skins/3d models to alter. While it may seem disheartening that the engine is doing all the interpretation, that is not to say that we can't do new things/mechanics that aren't in the standard game. It simply takes a lot of knowledge about the different parts in order
This is the thread referenced by OP (I assume): https://forums.elementalgame.com/434780 To sum up modders are running into a lot of issues when trying to mod from the /mods/ folder, the different object types used are behaving in different ways which makes it annoying to use.
I call SCAM on that fundraising campaign. Even if they are legitimately interested in creating Homeworld, they are NOT the studio to do so - just look at what they've done in the past. Having the fundraiser be flexible means you'll have to pay no matter what, and there's no guarantee other than their word that you'll get any money back. 50k is not "leverage" for anything, it is a sinkhole and you are literally paying people who don't develop games so that t
If someone wants to "cannibalize" parts of Stormworld you are more than welcome. Just be sure to read up on Copyright and licenses for what parts may not be copied: http://stormworld.wikidot.com/#toc8
In FE there is a huge problem with permadeath, which is that champions are the main "producers" of magic (from levelup traits). If your champions could die, it would be nigh impossible to build a high end mage champion. Just one death and your whole game could be over if you focused on magic.
It's a hardcoded value for each vanilla resource type gathered from elemental.str. Afaik you can't add more.
This occurs in scenarios, maybe check out how it works there. Other than that I have no ideas.
Ah, okay. The difference is that those are commented out. Anything between tags like these are not read by the game. Example below. I would recommend you get a good text editor that usually has colour codes for such things, like Notepad++ or Vim. Makes it a lot easier to keep track of tags. <DisplayName
ElementalWaterShard03 as I said, check them out in CoreShards.xml
Derek Paxton has mentioned the unitstats are still hooked up, they are just default for all. If you enable them in the UI like other unitstats you'll see what they do.
I've played a few F2P games as a "whale" and it is very easy to get sucked into paying thousands of dollars playing a game as long as you have the cash to spend. I'm completely fine with pay2win or pay2unlocks, as long as 1) the powerups can be gained without spending cash, even if slow and 2) the things limited to cash is cosmetic only, no special ships or weapons. But most importantly 3) all F2P games should have a clear overview of what payers get and what non-payers don
I've run into some financial difficulties in real life and I have to divert my attention to that for a while. All further updates to Stormworld are postponed indefinitely until I can sort things out.
Then I don't know. I remember some people saying if you had two prereqs in an abilitybonusoption, it only required either one. Didn't test it myself.
If it's for a spelldef it means you need both.
Can't really say, haven't looked.
The reason I like a small wage cost on the units is because of the path you use to get to them - civilization. What I want is that the player should be able to focus his strategy not on magic, not on warfare, but on civilization. This, as all games, is dependant on his starting location. Magic uses shards and crystal, warfare uses metal, civilization uses gold, influence and recruitment centers. So, if there is no gold cost associated with the upkeep of the units, the player that focuses civi
He also envisions great games, which is just as important when it comes to deciding whether or not to support their kickstarter for Wildman.
Something I did in stormworld to balance a lower wage cost for my new recruitables was make them 1 per world resource, not 3. So you only get 1 unit and if it dies you need to wait 10 turns before you get another.