Heavenfall

Heavenfall

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

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".

81 Replies 273,114 Views

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.

10 Replies 4,931 Views

For some stupid reason we have to mod techs in the installation directory, it will not work from /mods/

10 Replies 11,611 Views

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.

1 Replies 1,429 Views

@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.

1,118 Replies 2,455,945 Views

Fixed, thanks. You'll go into negative, borrowing metal from the market until you can repay them [e digicons]:grin:[/e]

1,118 Replies 2,455,945 Views

Oh wait there's also this Player AbilityBonus &nbs

10 Replies 4,931 Views

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

121 Replies 344,306 Views

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

10 Replies 4,931 Views

When you use ApplyToCaster you can't fetch stats from the true target. The TargetUnit effectively becomes the spellcaster for that modifier.

39 Replies 91,761 Views

@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.

1,118 Replies 2,455,945 Views

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.

267 Replies 245,034 Views

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.

6 Replies 8,153 Views

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

48 Replies 79,070 Views

[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.

12 Replies 8,579 Views