No, they're in CoreAbilities.xml. Here's an example, note how AbilityBonusOption is inside an AbilityBonus. You want to make one of these yourself, but with new internalnames, and then copy your new internalname for the AbilityBonusOption into Ceresa's XML as a SelectedBonusOption. Regeneration1 "&g
Heavenfall
[quote who="ManiiNames" reply="988" id="3299123"] Bug: Wolfman Deathward resurrects them at full health, not half health as the spell and tooltip state.[/quote] Will fix in next release. [quote who="Sentinemodo" reply="989" id="3299178"] missing strings: all new resoruces from rivers when hovered upon in the top bar lists city they are connected to but there is a missing string below it[/quote] On the known issues list.
If they are not in racetypes and they are not in your raceconfig, they really should not show up in-game (except pioneers which have a hardcode I think?). Remember to restart the game and start a new game every time you change XML.
Just make a custom faction trait that gives you the amount of points you want.
Actually, it is probably much easier to create a new racetype for the faction. See CoreRaceTypes.xml. The racetype is then declared for each faction in its raceconfig ex Race_Type_Altarians You'd have to change the racetype in all your pre-designed units as well.
Remove the standard units from the XML. Or alter them so that they cannot be trained, by inserting prerequisites that can't be fulfilled.
It is hard to be self-righteous when you are in the wrong. But good show.
Freezing here as well. If there is a zombiepolalypse, we'll be digging them out of the barrows come spring.
[quote who="MarvinKosh" reply="208" id="3298915"]I'd seriously like for people to stop with the 'I have a bunch of friends' argument. So what? A lot of friends never express any interest in playing the same game together, they just hang out and chat about their games. I've given up on multiplayer in TBS because it's a novelty feature that will probably never get used. Hell, nobody I know has the slightest inclination towards TBS, it's racin
[quote]Is it possible to remove an item from the unit when that unit receives an injury? And then add that item to some other unit? Is it possible to add a trait to a unit when it levels up? Something like a prereq in unit design that will unlock with unit level-up? (I think this is possible but just to doublecheck before I test it). Is it possible to have a trait for unit design unlocking with tech (so tech prereq)? The trait should be invisible before the tech is researched of cou
First you need the right prereq for the level: UnitStat_Level 7 then you need a way to tie it to Ceresa specifically. I would recommend you give her a special trait, then prereq that trait in the spell.
Try defining a new _other in the raceconfig (the faction). It may overwrite the racetype's.
[quote who="jackswift85" reply="2" id="3298682"]I have a sinking feeling that all of these games I'll see on Steam or Gamersgate sales for 75% off after they're released... and could've spent less money on more of a sure thing. We'll see.[/quote] I think you may be missing the point of Kickstarter. It is almost guaranteed that these games, if they get made, end up going on sale at some point. Kickstarter isn't about getting the best deal in a sale, it's about g
I actually enjoy seeing old threads brought back to life if it's for a good purpose, such as discussing how something turned out a few years later. A necro is a necro, but a good post is also a good post.
@OP you are essentially correct, that _other which makes an extra button when designing units (male/female/_other) you can only have one per faction. However, there is nothing stopping you from ignoring that button and just making a unit design available based on a faction ability. The player can then edit that unit and make new design.
To have it apply to your own unit you must put 1 inside the modifier. MeleeAppiesSpell is by its nature an offensive spell, so giving it "Self" will do nothing. Your Value calculation is too long. Each line of calculation can only hold 2 numbers (x +-*/ y). Use multiple calculation lines, but you have to break it up.
The map pack has a few new stamps but it isn't going to drastically alter the random generation of map. The map pack's primary benefit is a series of maps of various sizes that aren't random.
Post your XML.
I built a permanent death mod a bit back, should work with a few modifications. https://forums.elementalgame.com/428191
It is the same quality in my opinion, the emotional level is just slightly less mature and the plot structure is less sophisticated (keep in mind The Hobbit was always a children's book). It only falls short of being truly great because it lives in the shadow of LoTR.
Yeah I think so, if that changelog is complete.
Uploaded 1.5u It is likely to be the last version of this mod for the next month or so, as I'm going travelling. There may be updates if FE updates, or if there are critical issues that need to be resolved. http://stormworld.wikidot.com/versions#toc1
I'll tweak the tooltip but I think the summon has to be on the same tile, there was a technical limitation.
Yeah that's no problem, but you can't have it trigger from killing something.
Unfortunately this is one of those things that is poorly hardcoded. The only thing you can really do is have the amount of life gained go up with the unit's level, like "gain 4 (+1 per level) hitpoint for each killed unit".