Flying horses? Huh? Edit: Updated the Monsters page so it is possible to link to particular monsters.
Heavenfall
That's how they look Ragnin. ev4debug I have only positive experience so far with Mod Manager. Great work, can switch between all mods installed and no mods installed in no time at all.
It works fine, I tested it before release of course.
Thanks for the update. Yeah, I removed that bit for the official release.
[quote who="ManiiNames" reply="794" id="3286157"]Trying out the Golems. Question about traits: These both look really cool, but seem totally useless against anything other than enemy heroes. Spending one of your three possible unit traits on something with very limited application is questionable IMO, unless I am missing something? Sever Soul 8 2 Whenever this unit strikes an enemy target, there is a 50% chance that th
The havok xml file is vastly different to what I get when I convert it from hkb to xml. Are you sure you downloaded havok content tools 7.1 32-bit? Edit: You got the wrong files from intel, make sure you get the right one and try again.
MSE has always been the bare minimum, it's kind of sad it doesn't even live up to that anymore.
Yes, use that modifier above. It should work fine inside a spell, I used it like that many times.
Can you show me the original HKB and the Havok XML file as well?
Can't think of a way to do this based on proximity.
Uploaded 1.5m, a beta build that requires the .exe Frogboy posted in https://forums.elementalgame.com/437369 Also note that for those preferring manual installation instead of using the Mod Manager, there is a new sub-folder requiring new installation procedures (read about it on wiki under installation). http://stormworld.wikidot.com/versions#toc1 &nbs
Try Unit UnlockUnitAbility Air1 if that doesn
http://stormworld.wikidot.com/#toc4 [quote] Stormworld_ExpandedFactions_NoVanillaSov - this module removes the default sovereigns from the game. That means that the vanilla factions in the game are unavailable, unless you have your own sovereigns designed for them. The purpose of this is to allow Stormworld_ExpandedFactions users to set up games with randomized enemies from only that mod.
ev4debug a very small request for the future, in no way urgent in any way.For the MAPS folder we should be emptying contents of folders directory into it. It can't have subfolders. So if my mod has Stormworld_TacticalMaps\ it needs to go into MAPS\TacticalMaps\. Now I can do this by making an individual item in the FileStructure for each map file (using category File instead of Folder) but that isn't very efficient if I want to do 10 maps or so.
The first one isn't my fault, the second one is. Just ignore it, there's no Special race to create factions for.
LOL, sorry.
I'm trying to run this in my config file 11 MAPS Folder Stormworld_Maps  
Interesting idea, but there are no high level spiders in this mod. [e digicons]:D[/e] I'll keep it in mind, but generally I don't like the idea of messing with those absolute values.
What does the debug.err say? Also upload the files so I can look at them.
They're getting nerfed hard next release.
You can also use the material to insert a default texture for the model. The model will use that texture if none is assigned from the game. This can be invaluable if you want to insert multiple textures onto the same mesh and use the same material. Multiple Metal textures on the same mesh for example, which you obviously can't do from within the game's XML since each modelfile can only have one . In the above XML it is already hooked up through this bit</p
Inserting Kumquat materials into files without kumquat materials below: (this part assumes you have a lot more experience than the above post, which just needs you to do some XML editing. In this part I assume you already know how to convert 3d files between Havok XML and other types using Havok Standalone Filter Manager, and that you have everything set up already for your 3d file.) Let's say you export from Blender or 3ds Max and create a 3d file that you want to give kumquat ma
Note: The below method demonstrates how to change a Hair model from using the Hair material into using the Trans(parent) material. It can be used to alter it to any of the other materials available in the kumquat class. hkobject attribute name will obviously differ from file to file. You'll need havok content tools 7.1 32-bit. No other version will work. First, open up Havok Preview Tool and drag the hair model you want to use into it. The hair models are linked in the Cor
Note: The below method demonstrates how to change a Hair model from using the Hair material into using the Trans(parent) material. It can be used to alter it to any of the other materials available in the kumquat class. hkobject attribute name will obviously differ from file to file. First, open up Havok Preview Tool and drag the hair model you want to use into it. The hair models are linked in the CoreClothes.xml file and look like this [quote]  
That's an interesting idea, I don't know what happens if you change the abilitybonus internalname. ABO? Don't know what that means. You want to have three different ways of getting a trait? I don't think that's doable, although some have said that if you simply include multiple unitstat prereqs in the same abilitybonusoption it only needs one to appear. I don't know, never tried. Yes, giving them unobtainable prereqs blocks them from appearing (