It's easier to install this way, you can pick what you want as well. Plus, I was complaining in that other thread that people weren't embracing the mod manager yet. [e digicons]}:)[/e]
Heavenfall
1, Don't know what's causing that. Production only comes from . Maybe your pioneers are missing a weakness? Keep in mind the FE editor was for 1.0. There may have been changes for FE 1.02. Try looking at CoreUnits.xml in the installation directory and see if you spot any differences between theirs and yours. 2. Delete this 1 and they should show up. 3. HasWages is a flip switch whether t
Uploaded 0.7, only change is added support for Mod Manager
Good point. I'll see if I can set it up now and how it works.
Sorry, I'm an idiot. The problem of course is that you aren't using a spell. [quote] Salted Pork A rare type of salted pork that works wonders for a weary soul. Eat it to heal 20 points of damage while defending. <
Use WageOverride, its per member in a unit.
Please use a different artdef than I used in Stormworld. Change BasicUmberdrothMount_ArtDef to BasicUmberdrothMount_ArtDef2 and to
Delete everything in this folder C:\ProgramData\Stardock\Elemental - Fallen Enchantress\screens and try starting the game again.
The city category has the characteristic of maintaining a specific height for the central location, height 50. if I recall correctly. This means several tiles can be positioned nex to each other and be guaranteed to have that height. This prevents clipping between the tile graphics I used for the rivers.
The Walking Dead is an incredible series, the best zombie series without a doubt. Despite having no clear start and end of the plot, they've managed to keep it interesting throughout.
They unlock just fine for me, I play with the mod all the time. Can you give us a save or something where an SW champion hasn't gotten the spells unlocked?
Let me know if the problem persists after the next release. I understand what you mean but I don't understand what would cause such a strange movementcost next to my rivers.
[e digicons]X([/e] (I liked the outlines for units, only reason I used outlines hah) But I guess you can't please everybody!
If the change to the exe goes live, my terraintypes will only be my own, they won't modify anything with the normal ones. So it should be completely compatible with other terrain mods. Running Frogboy's modded exe this is what it looks like [quote] DisplayName <Translate&g
Increase the duration to 2. It is being applied, then the unit's turn ends, making it expire instantly.
Just post the link to the info page. The best thing would be if someone that uses the mod takes an interest.
It already works with Ecomental as far as I know. When the modded exe Frogboy released goes official, and if the change is still there, the changes in rivermod will only be those necessary for rivermod. I don't intend to cannibalize other mods.
It does have that problem. The mod should work with basically any version of FE released so far.
Anyway the first step is to make modders use the mod manager. It's a great tool so I don't see why they don't - at least for anything but the smallest mods. If you guys need help to set up a config file, just ask.
Compatibilities are bloody hard to get right. The more I think about this, the less I think there's any way to automate it. If we add known compatibilities, that's going to be out of date fast. And if we add known incompatibilities, that's also going to be a pain to maintain because then each mod has to look at the xml of every other mod. This is all assuming the mods even use the mod manager - Master's Affliction hasn't done that yet. In the end, the least painful
Unrest can be countered though, by playing a low-gildar-requirement faction or focusing on unrest reduction improvements or champions. The tech reduction is a hard limit and while you can focus on improving research, the 10% will always be there.
It was referring to the traits chosen by each AI at the start of games. Previously they were 100% random which gave odd results sometimes - an AI could have one trait to make it focus on warfare, then another to make it focus on magic. Or one that made them peaceful, and another that made them aggressive. Now, custom sovereigns will inherit a selection of reasonable AI traits from the race they were created from.
Yes, all such items that become unlocked from an improvement only exist in the city with the improvement.
[quote] + Cosmetic change to the way units are rendered (let me know yay or nay on this)[/quote] All I am seeing is that outlines are gone now, even with them turned on. Is there another difference?
[quote] + Fixed bug where modded terrain types were assigned terrain type IDs starting from 0 again, causing them to have the same IDs as any terrain types read in from a data zip[/quote] Thank you for this. When you release this build for the public, Stormworld can now operate from the /mods/ folder only. Although there are still several problems with doing so, TerrainTypes.xml was the only file I was overwriting in the installation directory. Hopefully a first of many mod