Frost giants getting arctic environment: none. It is hardcoded. Shadow drakes have 15 dodge, that's totally unbalanced to give to a champion.
Heavenfall
You can edit it and move it to a different area of the fourm.
1) Don't know, haven't tried anything like that. Maybe you could tie a unit to the choices at level 2. 2) Remove 0 from the summon spells. If you want to tie them to elemental shards, I recommend you let each shard type create a new hidden resource based on production rules ( https://forums.elementalgame.com/419061 ) and then require that resource to cast and maintain your spells.
In CoreImprovements.xml put them in cityhub1 and the forced choices for level 2 cities - fortress, conclave and town.
Another option would perhaps be to allow units to upgrade their size? This is doable from ElementalDefs.xml. Would fit well in an immersion mod, as famous units often accrued their fame over several wars.
I have tried to come up with ways to do this, but the best I can do is have a meleeappliesspell that deals X damage based on your troopcount against the enemy troopcount. Unfortunately that kind of system is bad as hell.
The map editor cannot be used to change tile values, atleast not in a sane manner. Since World Resources (coreworldresources.xml) also affect tile yields you can technically use those to boost particular areas. To prevent AI from using a particular spell set its AIpriority to 0. I don't know how those "teams" work.
Recommend everyone to try this if you enjoy 4x space. It's quite different but immensely fun. Get in with a friend and play multiplayer to get the most out of it.
[quote who="Leo in WI" reply="848" id="3287614"]Does the 1.5n on Nexus require the special .exe from Frogboy as well? Didn't see anything about that in the notes on nexus page.[/quote] Just above the DL button "Requires Stardock beta .exe https://forums.elementalgame.com/437369 "
You can if it doesn't resist or nom you first. Edit: wrote a section about unit categories for the wiki http://stormworld.wikidot.com/mechanics#toc9
1.5n is the latest, forgot to change the details on the page.
The files are present in the installation directory under Data\English\ When building a map, start by using the Terrain tool to place those first. + and - to increase size of the brush.
Yes, and yes it is. You'll probably recognize the faerie translation as well http://stormworld.wikidot.com/monsters#Faerie
1) Yes, this is intended. 2) Yes, you can change it. But the turn limit only affects your high score. The game continues as normal. 3) Open for debate. 4) Correct. 5) Select the city like you normally would. In the "action" menu, bottom left part of screen, you'll find options to build, train, raze and so on. 6) You need to describe the issues you have more than "does not seem to work". 7) Yes, you can modify the XML of the game to do this.
[quote who="ManiiNames" reply="838" id="3287436"] I like the changes to Angels (+ movement, - attack, - regen) and to Golems (more mana available). I'll give them both a try again when I have time. [/quote] I figured for the golems I wasn't really thinking straight. Anti-magic is supposed to be their great faction strength. I let it become their greatest weakness as well. As for the angels, I may add another +1 Moves at 7 or 8 life shards. [quote who="A
Uploaded 1.5n to nexus http://stormworld.wikidot.com/versions#toc1
I haven't noticed this before so I wonder if it was a stealth change in this version. Apparently when I recruit champions from the same race as my sovereign, their gildar recruiting cost goes down 50%. Or was that put in an earlier patch?
I haven't tried anything with those functions so I don't know. There's a few buildings that give bonuses that scale with essence - I'd start there and see if you can modify the modifiers that give experience like that building.
I don't know how to do that.
What are you trying to do? Because that's a unitstat, not a resource.
There is no documentation.
AlexisNevar can you upload a savefile somewhere? Before crashing that is. Also, are you using any other mods?
Would removing all tile yields be acceptable?
1) No, look at CoreAbilities.xml and see how the blood traits look and work. CanBeDesigned is a unittype tag, it is not directly related. 3) The resource is "continuous". First an anti-example: Metal. If you have an income of +5 Metal per turn, you'll first have 5, then next turn 10, then 15. But what you are trying to accomplish instead uses a resource that works like the shard powers. If you have +3 Water shard, you have +3 the first turn, then +3 the second turn. It is not stor
1) This is how Blood traits work. Consider it. You have it from the start, but you can't remove it or change it in the designer. You can basically copy that functionality over to a new trait and give it to a unit. Another way is to use UnitModelTypes like HenchmanMale for Altar Henchmen, or other traits for Iron Golems or Juggernauts. That way you can get traits that you can pick for just that unitmodeltype. Although adding a new UnitModelType can be a bit tricky. 2) Yes,