Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,866 Replies 34,020 Reputation
Reply to Quest Mod? in FE Modding

[quote who="kaosbain" reply="2" id="3295329"]I tried Stormworld, but it adds a bunch of stuff in addition to 6 quests. And it won't let you just add the quests, you have to add EVERYTHING else to just make the quests work. So much for being modular... That said, Stormworld is pretty cool for what it does. I just dislike all the new factions/races and the added champions. Some of the new game stuff like hexes is kinda wonky too, but whatever, I can usually just sell the items that deals wi

5 Replies 3,394 Views

Make sure you remove it from the right one, there's two, one named Tame and one named Tame_Ability. What you want to do is remove this line Beast

3 Replies 4,226 Views

Are you SURE use mods is on? Because it looks like it might be off. The debug.err you posted doesn't check any of the mod folders for XML. This is what it would normally look like DebugMessage: No files found matching mask C:\Users\Heavenfall\Documents\My Games\FallenEnchantress\Items\*.xml DebugMessage: No files found matching mask C:\Users\Heavenfall\Documents\My Games\FallenEnchantress\Stamps\*.xml DebugMessage: No files found matching mask C:\Users\

1,118 Replies 2,455,795 Views

They are located in the installation directory under Gfx/Medallions/ This is the list Gfx\Spells\S_ShadowWorld_Painting.png...Gfx\Spells\S_DeathWard_Painting.png.Gfx\Spells\S_ArcaneMonolith_Painting.png....Gfx\Spells\S_MantleofOceans_Painting.png....Gfx\Spells\S_CloakofFear_Painting.png...Gfx\Spells\T_SoulBurning_Painting.png ...M_GuardianIdolEmpire.png....M_CrowDemon.png.GuardianWard_Painting.png...Building_MagicTower.png.Artifact_Grove1_Medallion.png...Artifact_Grass

2 Replies 2,694 Views

Currently we select a mould and can build any unit, a light infantry unit, a heavy cavalry unit, a juggernaut, anything. I'm not sure I see how breaking that up into separate classes is going to improve tactical combat. The most important thing you'll need to flesh out is what the bonuses for each class are. Also at this point you should start thinking how the AI is going to use all this. You say you want to make tactical combat more tactical, but the AI is still going to be g

11 Replies 4,829 Views

The monsters also require Stormworld_ExpandedFactions_Champions. You can see a full list of dependencies on this chart: http://stormworld.wdfiles.com/local--files/start/Stormworld_Guide.png This is necessary because there is a huge amount of background stuff going on, it is not as simple as just making it stand alone. Of course the mod manager handles all that for you, selecting the dependencie

1,118 Replies 2,455,795 Views

I thought you were going to edit it. What you posted was a bunch of names of classes, but not what you intend to do with them.

11 Replies 4,829 Views

You can play a normal wraith race without any problem. Stormworld was made to fit into the normal game. I have no plans to use parts of MA.

1,118 Replies 2,455,795 Views

Imho, people are still stuck in the mindset of "build only the best imaginable unit with every buff and the best equipment and all the traits". There is so much room in this game to build weaker units, to take out world resources or (as MarvinKosh said) cannon fodder. Even a few units of spearmen can be deadly to enemy swordsmen and champions (no counter-attack and defense penetration). My point is, if you are only building a couple of units every game then of course they should all b

42 Replies 31,517 Views

We can create new stats. Take note of how the vslower was used above, it only functions in a unit vs unit scenario. I considered the idea of making mana a global shared unitstat instead, but it gives no solution to the problem of building a cap and it introduces additional problems by disabling existing mechanics.

16 Replies 9,951 Views

Just to mention it, I have a sort of work-around for if/else for unitstats at least. By treating them as boolean, I can multiply their value and the result is of course an if else. But that is practically limited to spells. The other work-around I have is that we can use unit vs unit modifiers that have a couple of extra tags for > and <ModType&g

16 Replies 9,951 Views

Irony aside, I can say that for me personally the goal is to make my own playing experience the best possible. That's why I release mods, so people can give feedback on it, hunt for bugs. Then my own experience gets better. So a little bit of encouraging feedback is always appreciated.

4 Replies 7,922 Views