Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,866 Replies 34,020 Reputation

The modding pack has some special files for maya to insert kumquat materials, but I can show you how to bypass that later on by inserting XML data (Havok XML) straight into the exported 3d file. They actually never released a file with a model bound to a skeleton, but I can make one up for you if you'd like. Otherwise, you can just use Physique or Skin in 3ds max to make your own. For weapons and shields, you can use this method <a href="https://forums.elementalgame.com/39

19 Replies 13,703 Views

Hey devs, In our mod Stormworld we have a lot of files - approximately 117 MB of files extracted. Of these, 65 MB are graphics files. I'm wondering if I have another 30 MB of graphical files that are in the /Gfx/ folder (.dds, .png, .hkb files) but are not linked up with any XML , will these files still get read into memory by the game? I understand that they are added to the asset manager the game uses, but I am wondering if that is just the file nam

0 Replies 2,440 Views

I haven't tried that, but I do happen to know WolframAlpha did just that in a mod the other day for a trait owned by a champion. Sounds like you are heading into that territory where no one has ventured before.

26 Replies 12,797 Views

The umberdroth mount is also doable, the model uses the same skeleton as the warg so you can use that for size and animations. In other words just create a new warg mount but change the modelpath to that of the umberdroth's. I use them for mounts for the Living Stone in Stormworld.

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We used to be able to apply a faction ability trait to all trained units, but it doesn't work anymore. I can't think of a way to automate it.

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When the mod manager starts the game for me it starts it running in the wrong directory. You should use Install directory assigned in the mod manager instead of fetching it from the registry.

232 Replies 642,147 Views

I don't think so. I really can't think of a way besides adding an accessory or a spell you cast on every city.

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Incompatible with what? Sorry, I don't understand how to set up our mods as incompatible.

232 Replies 642,147 Views

I don't recognize "Training" in that context. We used to be able to apply a trait to all trained units, but I just looked it up and it's not working anymore. Perhaps a spell that you cast on all your cities? That could give all trained units from those cities a trait. If this were any other stat than experience it would be a lot easier. It's very easy, for example, to just give a faction +10% accuracy. But experience is a bit tricky since the ExpBonus units

26 Replies 12,797 Views

[quote who="Valentine82" reply="44" id="3283045"]There's also a thread about bumping up the score with overly positive reviews though. [/quote] That's a lie. There's a thread where people are asked to give their honest opinion. Show me one post that says anything like what you described.

45 Replies 79,071 Views

Yes, UnitStat_ExpToNextLevel is a "wrapper". Those are calculated unitstats, you cannot modify it. To boost experience, use UnitStat_ExpBonus. Although I'm not sure how to implement it for free for all trained units to get +10% experience... other than to make an accessory item.

26 Replies 12,797 Views

You are correct, the determines the "weight" chance of finding an item. For example if you had only two items in the game and one had 100 and the other 300, your chance would be 25% to find the first item. Items with no likelihood cannot drop randomly. The second RarityDisplay is the category in which all items are sorted. Sometimes this category is used when determining a random drop. For example a quest may be told to drop an Uncommon item, in which case it will r

1 Replies 2,455 Views

I'm not sure about that first trait, I don't think you can affect next level exp like that. I can't think of a good way to do it though, besides making an item accessory you can equip for free.

26 Replies 12,797 Views

For the question, go to Stormworld_ExpandedFactions_Champions\ and change all their XXX to something higher, maybe 3000. For the bug, please search your /mods/ folder for all files that contain this text "Scorpion_mount2" and post back with the filenames.

1,118 Replies 2,456,256 Views

There isn't a direct connection between those traits and the units. The traits are freely given to sovereigns of that faction. The units are unlocked for everyone playing that faction's race. I'm not sure if hooking new units to bloodlines is a good idea, since they appear on champions and sovereigns that surrender to you. I'd recommend linking them to faction traits instead. A monster can be made to technically work like a champion, but you'll run into a l

26 Replies 12,797 Views

Eww, tooltips... don't get me started on that shit. Because of a tiny bug report I had to spend like 6 hours just updating my trait tooltips. X_x

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[quote who="parrottmath" reply="13" id="3282900"]Yeah Stormworld has specific terrain for it's bridges and "new" rivers. I don't know if Heavenfall will add support to this new tile. All he would have to do is add the preferred terrain in a seperate file and then that should do the trick. I would like to be able to make a road that passes through a river tile turn into a bridge instead of not showing up. Although, I'm not sure how I would go about doing that.[/quote]</p

42 Replies 141,032 Views

I'm incredibly surprised that Maia hasn't been fully funded yet. Where are the Dungeon Keeper fanatics? Doesn't anyone remember the awesome that was Startopia? It would be a damn shame to miss out on this game if it is going to play to the same crowd. We need MORE god games, not fewer.

11 Replies 71,314 Views