Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,866 Replies 34,020 Reputation

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.

5 Replies 36,164 Views

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

48 Replies 113,096 Views

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

5 Replies 3,461 Views

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

4 Replies 13,689 Views

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.

5 Replies 3,461 Views

You seem to think the centaurs are weak, but they are one of the strongest factions at the moment. Stormlord is getting nerfed.

1,118 Replies 2,455,795 Views

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

2 Replies 3,856 Views

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.

18 Replies 56,793 Views

It had a use in E:wom but I don't think it's in use any more.

2 Replies 1,748 Views

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.

5 Replies 3,461 Views

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.

5 Replies 3,461 Views

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

1 Replies 2,863 Views

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

169 Replies 442,669 Views

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.

1,118 Replies 2,455,795 Views

[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.

19 Replies 5,480 Views