I haven't tried the scenario triggers at all so can't help you, sorry.
Heavenfall
[quote who="Kamamura_CZ" reply="22" id="3300290"]The main problem is that when Tolkien wrote hobbit, it was just a plain fairy tale. In a fairy tale, there is no centuries-spanning background for the characters, no uberscheme of eternal good fighting eternal evil. The trolls are not twisted servants of Darkness, attracted by the whispering of the One Ring, but just a bunch of stupid monsters that crave human flesh, and that turn into stone when touched by sunlight - and that's
The end! After five seasons the series is over. Thoughts on the finale?
This is the right xml for the spelldef AbilityBonusOption Unit <Attr
Sounds like an issue with the race editor.
The entire campaign is in the data folders, that's your best bet at this point.
The only real caveat is that you can't gave variable mana cost.
Depends a lot on your target audience. Personally I think html5 is a lot easier to work with. Most people don't need either, it's just for the sake of having.
No, op is nOt correct. If you want a trait and a level as prereq you need two different ones. I can't copy the xml on this pad.
Polistes your prereq in the spelldef is messed up. Copy the format you see in corespells.xml
Just put a normal tech prereq inside the abilitybonusoption. I do not know of a way to make variable costs.
This is very tricky. Swamp tiles are hardcoded so no luck there. You can create new forest types but the problem is that pnce a tile goes into the category forest, its tile will get overwritten by the foresttype defined in coreenvironments.xml. Rivers are also hardcoded. This leaves the option of creating stamps on which you can manually place coametic tiles but I don't know if that fits what you want to do.
Interesting thought. You could try making those cities produce that special tech resource that we trade with others for.
At young ages, the only thing that will make him stick to it forever is if you overplay what a big deal it is, then he'll take it in as part of his identity. All other things pass.
Version ZE is up-to-date for 1.12
Mod is up-to-date for 1.12
Just had a quick look and can confirm that 1.5u is compatible with 1.12 FE
Build a norma faction ability bonus then build a normal unit design ability and prereq the faction ability for it.
Are the texts even displayed in-game?
Not afaik.
They get instantly razed from what I understand.
Use this to summon champs Unit UnitJoinArmy Championinternalname</StrVa
And to change the colour of the tooltip check out the strings in ElementalDefs.xml.
In each unittype (like found in CoreUnits.xml) is defined an animationpack (for Relias ReliasAnimationPack ). This decides how the unit moves in-game. You can change this to what you like, and you can find a full list of packs in Data/Animations/AnimationPacks/ Just don't give a monster animation to a human, it will probably crash the game.
If doing that creates issues, simply create a new warg resource. It will keep the same improvements to be built on it and all, just give the world resource a new internalname attribute, and change the rarity as you see fit.