My biggest gripe with east-european-made game is that their graphics seem to be made for computers that were on the "western" market 5-6 years ago. I have never once felt that they were near the "cutting edge" or "pushing the limit".
Heavenfall
From the mods folder this is all you need to make lethal 1 available, and subsequent upgrades pop up as normal. Champion_Talent I should have been more clear in the start, sorry.
They have no maximum cap of traits so not really.
For some stupid reason we have to mod techs in the installation directory, it will not work from /mods/
Of course it can, but I'm not going to do that because it takes time.
First one, yes. Set up this in a tech Player AbilityBonus A_Traits
More is more likely. They are weights that are impacted by other things as well (most importantly other weights), so 20 does not mean twice as likely as 10.
Go ahead, I just can't add it to the original post because I couldn't open your file for some reason (said in PM).
@wildez yes, it is impossible. You'll have to manually add the mount from equipment screen. @wertu_234 nice find! There are actually many unit designs that have no wages, but they obviously should have. Will fix in next version.
New tag in the Blood Curse spell.
Fixed, thanks. You'll go into negative, borrowing metal from the market until you can repay them [e digicons]:grin:[/e]
Oh wait there's also this Player AbilityBonus &nbs
Can we get some better strategic spellcasting as well? Most importantly Tremor and Freeze when I enter their areas when at war.
No idea. If you installed it right it works. What folder exactly did you install to? Also you can try deleting everything in temporary folder C:\ProgramData\Stardock\Elemental - Fallen Enchantress\screens
As I understand it, the weapons and armor have their cost determined as a factor of their original cost. New sovereign histories just need to belong to the right AbilityBonus like they do in CoreAbilities.xml For example Champion_History "> &n
When you use ApplyToCaster you can't fetch stats from the true target. The TargetUnit effectively becomes the spellcaster for that modifier.
@ManiiNames great archer and magics with extra initiative and low carrying capacity means they are intended as a ranged faction. @Wildez that won't be a problem when you get to making sovereigns or units, but keep in mind custom factions based on these new races is not supported. @FeiYian this mod does not alter distance between cities, so you should be able to change them like normal in ElementalDefs.xml.
For this kind of re-design of the base game, you'll have to go through the XML and see what it does. Since Stormworld was built for an un-modded game with the same balance, I have a whole lot of things balanced after that. Making it work with Stormworld would be a huge undertaking, I'm not sure why you would want to do that at this point of development in your mod.
No, I love you for building that excellent tool.
It hit Stardock and its customers in the stomach.
parrotmath have you disabled the zoom limit? I have seen similar issues when zooming in very close to hills or mountains.
1.5p uploaded, a minor release http://stormworld.wikidot.com/versions#toc1
Didn't they implement this through the scrolling combat text? It's not a popup but you'll see a text above your character. See Destiny's Gift spell. As far as I know we only really have the power to do popups in quests or scenarios.
Thanks for making the outlines on units an option. Now I can disable them for everything except units! And we get the performance boost anyways. Ctrl-I cheat still broken, doesn't give the selected units all items. Random screenshot of a modded game http://i.imgur.com/0HlNz.jpg
[quote who="MarvinKosh" reply="1" id="3290638"]The idea of shadowbolt is to do some damage and set up an enemy for a whole world of hurt if they have some spell resistance. [/quote] This.