Give them the allegiance, since they belong to a race. It doesn't have to fit perfectly, and more importantly you shouldn't feel the need to think about it too much. I don't want this to become a hassle for modders. I like the idea of quests introducing the champions. Another way could be to give these champions an item to start a quest. If the player recruits it normally and feels they "want to learn more" they can use the item and go on the quest. Just a thought.
Heavenfall
No, up the priority for the spell/skill they use. Here's what I used for a spell and they are almost guaranteed to start the spell immediately in tactical battle 850000000000
I thought about it, but it's just soooooooo boring to do (tedious xml). And I almost only mod stuff that I find interesting to mod.
The AI does know how to summon in battle, you just need to set the Ai priority VERY high (like 8000+ high). And there's always mana costs and so on that may cause the AI to ignore the spells anyway.
It is intended to cause issues like that. If an empire can recruit kingdom champions, then the whole point is that they should be neutral/"not empire". What matters is that you give them the right allegiance from the start, ie the one their race is expected to have.
[quote who="ev4debug" reply="188" id="3289829"] Quoting Heavenfall, reply 186Could do an md5 hash of the exe maybe, although you'd need to keep that list updated then. I noticed before that they aren't really identifying the .exes properly with their version tags. Anyway, I think that pretty low priority, I was just going through the configuration and noticed it. Where's ma notifications for updates?! Exe is version 1.0.2.0 and in the registry the
I played with 12 although it got damn slow between turns.
There's no need to as long as they use standard UnitModelTypes. And there's no good reason to come up with new ones for custom champions.
Could do an md5 hash of the exe maybe, although you'd need to keep that list updated then. I noticed before that they aren't really identifying the .exes properly with their version tags. Anyway, I think that pretty low priority, I was just going through the configuration and noticed it. Where's ma notifications for updates?! [e digicons]:drool:[/e]
Might as well put it in our own descriptions then.
The Antherys map sure is huge... I'm 6 hours into a game and I haven't even explored the right continent yet. Playing Stormworld, I have THREE wildland bosses around my territory roaming around. Unfortunately I specialized in Fire, and my first champion was also a Fire mage, so I am having lots of difficulties with Delin, the Pyre of Man, and his cohorts. I sure would like that 3x Fire shard in his territory though... Greenskin occupy the swamps to the south, and Frost Giants have the
Hey Fireonk, I really like the idea of having more nuanced heroes. If you wish to make the mod compatible with Stormworld, you need a few extra stats for the heroes. They change nothing if the player doesn't use Stormworld, but if the player does it needs these extra stats to make them work right. They are used as flags for various abilities and effects (for example the Boots of a Forgotten Memory on
1.02 I have this in my config, but does it show up anywhere in the mod manager? Edit: Looked in guide, apparently it isn't.
There's no easy way to do this, the bloodline is decided by the race, not the faction.
Thank you so much for the detailed feedback. It really helps iron out the flaws in my design. The venomous trait works as intended, as far as I can tell. It is only +2 poison attack, it is not a damage over time attack. It only gets applied once every time you use the unit to attack. The same goes for websling, it does its job if you use it right. Although it may be a bit weak as it is now, I will buff its percentage but make oversized units immune to it. Spear attacks
Don't blame me if you crash! [e digicons]:D[/e]
You also need 1 . This would make the ability "+4 Crit against mounted units unless this unit is mounted". Or, for cavalry, you could do 1 . This would make the ability "+4 Crit against un-mounted units unless this unit is un-mounted"
I just downloaded the map pack and the first thing I did was check out the new stamps in the editor. I noticed they didn't show up. So I went to the install directory and I saw that there were now two stamps folders. One /Core Stamps/ and one /CoreStamps/ (the latter being the new one). I moved the stamps from the latter to the former and they then showed up in the editor. I moved the stamps back to CoreStamps then removed all old stamps from Core St
I'd estimate that I play 1 hour for every 10 I spend modding. Although I will admit, thanks to myself and other modders there's a wealth of new content to experience when I play the game. And that's what I want - to drown in monster types and a vast variety of magical items and all that stuff that primarily relates to the RPG part of the game.
Same problem, same solution.
You should make a compilation mod with all your mods... call it "game improvements" or something. [e digicons]:D[/e]
Yes, and 1 for spellbook at level 1 as well Unit AdjustUnitStat UnitStat_BG_GreyMagic 1
Not yet, and yes.
All units that aren't humanoid are monsters in Stormworld.
Basically in our config file we give you a that downloads a file from somewhere, dropbox or whatever (also a to correspond with the downloaded file items). That file is a list that contains the various releases like above. If the mod.zip has configuration.femm with 4 and the downloaded list has a 5 or more there should be some manner of notification that an update is available. It was also expressed at the time that this