If the normal way doesn't work you can always give them a trait that takes away 1 gildar per turn. Like a merchant trait with a negative value.
Heavenfall
Stop by and drop some feedback one day, modders love the attention!
There were very few XML changes, mostly it was a memory and AI patch by the looks of it.
It works like the spell that adds fire attack to your sovereign. The bonus is added to all ranged and melee strikes, but it remains its own type of attack (arcane). Some more info about arcane attacks here http://stormworld.wikidot.com/mechanics
Nope. [e digicons]:D[/e]
Thanks, fixed in next version. Also going to go through all the hit animations, I saw some wonky stuff.
[e digicons]:rofl:[/e]
Up-to-date for FE 1.10
1.5t Uploaded http://stormworld.wikidot.com/versions#toc1 No more forks for now, just one version to download instead of one for beta and one for non-beta
ZE = FE 1.10
It is hardcoded, and it was hardcoded in E:wom too. The difference is in E:wom we had 5 environment types, and in FE we only have 3. The two removed environments are, of course, arctic and desert environment.
Buy a copy for a friend, have him/her return the favour when the time comes.
1.5s uploaded, it's a minor release but the beetle thing bothered me. http://stormworld.wikidot.com/versions#toc1
The tech is decided in the node, for example from CoreWeapons.xml: [quote] Mace Not designed for the subtle, the mace is deadly even in a peasant's hands. Weapon &nb
1) Well the bonus applies to every unit you control. 2) There isn't really a way to do this. Well, there is a long work-around which involves creating new unitstat, multiplying it to 0 then 100 for the faction, then applying that multiplied value to dodge using a trigger to autocast spells in tactical combat that you'd place inside all bloodline traits. It'd only work if you don't auto-resolve, and there's probably a rather big overhead on things like that.
I always see it trigger, but it never makes a unit lose more than 1 round.
A small note, I fucked up the Surgeon Beetle. Instead of lasting 50 turns it will only last 5. Go to Stormworld_Reliquary/Reliquary.xml and scroll to the bottom. Change these Unit UnlockUnitAbility Reliquary_SurgeonBeetle1 &nbs
Burn it to the ground. Kill them all. Do a little bit of pillaging. A little bit of looting. And a little bit of holding hands. A captured city's unrest will fall over time.
I don't see any of those 4 steps as doable.
As I said, nothing in Stormworld should have any impact on iron ore spawns.
Nothing from Stormworld changes the spawn of iron ores. In general, you can get no world resources if you have a map from the editor and set no object flag. You can also get generally unlucky with randomization, although you should always get at least 2 iron ores per player.
You can read in values and perform basic operations on them (+ - * / ) but we have no real conditional statements to work with. There is no way to access any resource except mana or gildar (oh yeah, the shards work as well).
I don't think so.
Unfortunately it is unlikely that Stormworld will work with those super-sized maps. The game will run out of memory. Both Stormworld and those types of maps require extra memory.
Generally this type of scripting doesn't really work. We have no way to check ifs like that except in rare cases with unitstats.