I can add it for the faction abilities it will work for, but it won't work for most. It'll be in 1.5m. [quote who="ev4debug" reply="738" id="3284312"]Stormworld 1.5L have an error in configurstion.femm: 1.5k Stormworld 1.5k Only comsetic, but confusing [/quote] Yes, I noticed as well. New procedure, forgot it. ,[quote who="crimsongekko" reply="737" id="3284276"]Electroalg: the wandering group is a bit bigger than the defending o
Heavenfall
Omnimmotus I missed the part where you asked for a mesh. I'll post it here, but if you have maya can i send it using that instead? The conversion process is far from perfect to get it to max.Then you can convert it how you want it for max. [quote who="rlane48" reply="15" id="3284365"]I just looked up 3dsMax online -- is it really $3600? If you need it to modify this stuff, the cost could be the biggest roadblock for folks. So, if folks did want to start m
Maia got funded! Good times. Let's hope it gets made as well, the alpha demons looked incredible though.
How did you solve it?
Yes, faeries have a ranged attack and a spitfire ability. There are probably multiple units with the "warrior" name.
A spell cannot cast another spell.
[quote who="crimsongekko" reply="726" id="3284086"]is it indended for faeries to leave their lairs unprotected? also they probably still spawn too close to starting locations for a "strong" monster, I had them about 5 tiles away on a medium sized map ( or was it large? can't remember )[/quote] Thanks for this, the XML was wrong. Instead of two different "encounters" (one guardian party, one patrol party) the faerie lair was set to only one large patrol party). [quote who="
You can turn that off though. I don't care for the cloth mode - if the game wasn't 3d I wouldn't be playing it. To each their own. It just means cloth mode gets forgotten when I play.
Cloth mode! [e digicons]XO[/e] I'll look into it.
I don't know, I haven't tried the editor. It shouldn't be a problem if you do a little bit of XML copy-paste yourself though. Like maybe put something like this in a mod file Road Building</DisplayNam
I'm still trying to figure out how the monsters move and spawn. Each lair should always have a guardian, but most lairs (including fae) are capable of spawning new groups of monsters.
Added monsters to the wiki http://stormworld.wikidot.com/monsters
Try adding "RoadBuilding_Level" instead of "RoadBuilding". The first one is limited to Mancers race. When you add it to pioneers, the game checks if you are playing that race and if you aren't, the ability prevents the unit from showing up.
He probably meant the largeui mod http://fallenenchantress.nexusmods.com/mods/5 since it modifies some stuff to make better use of higher resolutions.
Take a look at the Time of the Inferno in CoreItems.xml in installation directory.
Try running the game as administrator. Try re-installing the mod, male sure to follow instructions.
Here's a temporary dropbox link https://dl.dropbox.com/u/32649007/Stormworld1.5L.zip (give it 5 minutes from posting).
I'm getting the same problem on firex17. Firefox 16 works fine. I'll see if there's a place to post bugs.
Instead of just giving +1 hitpoints from consuming the ale, make it unlock a trait. Since you can only have a trait once, you can only get the bonus once. You'll be unable to drink the ale again while you have the trait. I can't think of a way to limit something to 1 purchase.
You need to set up schemas for that. There are plenty of tutorials on google. There is no easy way.
Also be sure to stop by the modding forum: https://forums.elementalgame.com/forum/1008
Check out the sticked threads with an [eMOD] tag in the modding forum.
Uploaded 1.5L http://stormworld.wikidot.com/versions#toc1 I wasn't planning on doing a release right now but I consider the siege problem "critical".
Nice. Well, if you got the skeleton importing right you are halfway there. Here's a file I used recently https://dl.dropbox.com/u/32649007/TR_MO_KamiGuard_idle.max It should give you a good idea of the settings required in the exporter. The Transform scene and the Create Skeletons need to be altered, obviously. In particular the Transform Scene needs to have the right transform matrix found in the ori
If you want to do it, check out the thread on folder and file priorities https://forums.elementalgame.com/417961 Basically you'd include two versions of the spells in two different files, the second would be named identically to a file in my mod. Thus the game would prefer my file if it was installed, and if it wasn't it would ake your file.