Ahah! That's probably why Stormworld_Rivermod causes such big issues when playing with maps supersized through mods. I have a lot of 1 tile choke points.
Heavenfall
I'll participate - with a non-stormworld quest no less!
I really liked the 3d, it was very well used. That's the first movie I say that about. Although the old trick of "throwing something at the viewer" to get people to flinch gets old. Hope that doesn't become the new Wilhelm scream. The movie had a lot of content that was basically filling in the blanks for lord of the rings, that weren't really there in the book. Their encounter with the elves was made a lot worse going from book to movie. That's my only complaint about
I have seen references to choke points in stamps as well. What are they?
I managed to work around it. Here's a solution that gives the player one way to deal with it, and automates it for the AI so they never pass on the choice. http://pastebin.com/raw.php?i=LyDL6PeH This is just an example event quest if anyone wants to see how it is done. It should appear as soon as you built a city, costs 400 gildar and you gain Master Ash and four naja. If you observe the AI you'll see it taking the s
Yes, path of the mage is a trait like any other.
Congratulations!
The vanilla factions can be found in the installation directory under data/English/CoreRaceConfigs.xml Unfortunately getting the Stormworld races and faction abilities for custom traits is a bit of a lost cause, because I had to structure the XML differently. In short, each faction also belongs to a race - Altar faction belongs to the race of Men for example. In the vanilla game, all the faction abilities exist on the faction level. For the Stormworld factions, many of their special t
I tried to cook something up but it seems my idea above isn't feasible. Event quests that spawn from TotalPopulation can't have unitjoinarmy modifiers like those other random event quests that appear based on TurnNumber. This in turn makes it not workable to have one solution for AI and another for the player. Actually it puts the thing in a rough spot, since the AI can't do TurnNumber quest events at all.
You seem to think the centaurs are weak, but they are one of the strongest factions at the moment. Stormlord is getting nerfed.
The easy way is to give them a new unitstat inside their milestone instead. This unitstat decides the unit's visual size in tactical combat only. UnitStat_TacticalScaleMultiplier It defaults to 1. It is used by spells such as Grow and Shrink, and will thus affect how those spells change the unit's visual appearance. The hard way is to provide them with a new "cutscene". The cutscene of each unittype effectively decides where the camera is in rela
I thought the man with the iron fists was average. It was a typical martial arts movie with a rather boring story, there are far better movies in the genre. Yeah, actually, if I have to put my finger on one thing, it'd be the story dragging the movie down.
It had a use in E:wom but I don't think it's in use any more.
Actually, I noticed before that the AI can proc event quests if you use TotalPopulation as a trigger instead of TurnNumber. The AI won't pay for the mercs, but at least they'll be able to recruit them. Edit: Even better, you can make a "AI pop" result that gives them mercs AND costs resources, and then give the player the choice of paying. Basically make it so the AI always pays and gets the mercs, but the player can choose.
So harsh!
Very cool idea. Dominions 3 had a system where every player got to bid on a mercenary when it appeared. Although that can't be done here, it would still be neat to have mercenaries with a bit of character appear and offer their services to you and the AI.
Merry everybody!
One of the problems with this is that there aren't that many events or random quests that can pop up. Anyway I seem to recall a post that Derek made about events and how they shouldn't be game-defining because it detracted from the strategy.
I have a few new animations in Stormworld, not for humans though. I used 3ds max, but Maya and Blender should work just fine. Yes, it is possible to implement new animations everywhere. The only limitation is that animations are bound to different events - a unit's Death, it Idling, it Running and so on. This makes it not possible to create a new animation set for dual wielding daggers, for example (except if you have a unit that only does that). A word of caution, creatin
I have seen the same graphical issue in version 1.1
Soul burning and touch of entropy would need special Stormworld versions, but other than that I don't see anything stopping compatibility. For touch of entropy (and ability) I summon Lurk_BG_Summon instead of the normal Lurk. For soulburning and soulburning_ability I have +9 damage against hexed targets like so [quote] Soulburning
https://forums.elementalgame.com/438260
You can't remove champions from Relias in the scenario.
I have no idea why that is crashing, sorry. The skeleton king has normal animations, a normal background "skeleton", and is casting an un-modded spell. I'll keep it in mind, but I can't fix it for now.
[quote who="Sentinemodo" reply="5" id="3295388"]Try to move the first unit on a spot neighbouring the previously attacked target. Chances are good your unit will auto attack previous target regardless of having available skills/items/spells it can use[/quote] This is what I would say as well. I have seen this bug, it exists, and it is annoying.