Heavenfall

Heavenfall

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

I was having a thought yesterday about updating of mods through the mod manager. I realize it is a very ambitious project, but a "danger" with putting the mods in the mod manager is that the user becomes disconnected from the community and misses updates. Perhaps a very simple function could be used to check if there is an update for a particular mod. In the configuration.femm file we could give you a http adress to a file found on the internet through dropbox or something similar. Th

232 Replies 642,138 Views

That's one of the results of what I spoke about here: https://forums.elementalgame.com/424826/get;3280288 Hopefully DsRaider will update the mod.

30 Replies 84,871 Views

The rating is actually caused by them having a spitfire ability which adds +100 combatrating. An unreasonable amount, because it gets transferred straight to experience if you defeat them. In the next version, the spitfire ability will give them 12 extra combat rating, and their damage has been reduced from 10+2per level to 6+2 per level.

1,118 Replies 2,456,239 Views

[quote who="Heavenfall" reply="1" id="3231415"]I foresee a 2 million kickstarter coming up.[/quote] $2,134,374 pledged of $500,000 goal BBL, returning to my time machine.

488 Replies 2,662,783 Views

This is how the Juggernaut and Iron Golem works in the un-modded game. They have a that is not found in armour pieces so it cannot wear those. However, a weapon usually has no restrictions for their modeltypes, so those become available by default. This was also the reason Bows and Ranged Staffs and Mounts were given a ModelType. In CoreUnits.xml: IronGolem JuggernautMale</UnitMode

3 Replies 5,630 Views

Uhh sorry, that may have been me manually extracting the zip. Nevermind the .txt comment. [e digicons]O:)[/e]

232 Replies 642,138 Views

I've tested the mod manager plenty now and it seems to work really well. In my next release of Stormworld I'd like to link somewhere in this topic so people can read about how to use the mod manager. Do you think you could make a post with a small guide that is without the technical jargon for the "newbie" user? Other than that, it seems ready for use and I'd like to use it for Stormworld.

232 Replies 642,138 Views

Hmm maybe you're right... I'll reduce them a bit. There was only one when I fought them, but I added another one to the guardian party so a small nerf is probably a good idea.

1,118 Replies 2,456,239 Views

The .png files need to go into the /Gfx/ folder inside /mods/ to be picked up by the game. I don't think it matters because they'll be hidden by the water anyway. But for the future.

42 Replies 141,032 Views

To help the "newbie" user use the mod manager, I would recommend that you explain somewhere how the user can expect to find the /mods/ and the /maps and the installation folders. That is, if you can't fill them out automatically which would be even better.

232 Replies 642,138 Views

This is actually a scenario where I prefer snaking be allowed. Well done, another vital mod from you! Edit: Y u no link to download?

42 Replies 141,032 Views

Another detail, I have some .txt files in the top level of the archive (Stormworld1.5.zip/example.txt) and they are getting extracted into the /mods/ folder but I didn't tell the manager to do that.

232 Replies 642,138 Views

They only have 22 initiative, and low health. Their attack is Arcane as well, so just get some spell resist or archers and you'll be fine. If anything they are giving too much experience at the moment, I'll reduce it for next version.

1,118 Replies 2,456,239 Views

One issue I'm seeing, which really doesn't affect me right now but it is still technically a bug. If I have a FileStructure entry without a ModModule entry, then I can't have it as a requirement from other FileStructures if I set it to Required=0. For example, the first one here doesn't have a ModModule entry and the second does 1&l

232 Replies 642,138 Views

Posted this in the PC game sales thread but might as well post it here http://www.reddit.com/r/Games/comments/13m980/steam_autumn_sale_2012_deepest_discounts /

41 Replies 115,403 Views

I haven't played MA much so you'll have to figure out what goes where on your own. From my end (and I guarantee seanw3 and Werewindlefr will say the same) you are more than welcome to chop away at the integration. Neither of us have felt the inclination to do so yet. Most likely this is because both mods are still being developed. The big thing I see causing problems is that Master's Affliction was not developed using the Background Unitstat library (basically a bunc

11 Replies 7,987 Views

Free fire attack for everyone that gets boosts from every fire shrine you conquer? Better food in high material cities?

1,118 Replies 2,456,239 Views

Found this thread on reddit, it's the stuff for 90%-75% off on Steam at the moment http://www.reddit.com/r/Games/comments/13m980/steam_autumn_sale_2012_deepest_discounts/

195 Replies 2,261,427 Views

Emnity is a pure Kingdom vs Empire thing, works like expected. Urn of ice can be used several times in different fights, so it should be one use per combat.

1,118 Replies 2,456,239 Views

No, I saw that one. Here's the zip https://dl.dropbox.com/u/32649007/Stormworld1.5k.zip I can't get any of the Stormworld_ExpandedFactions folders to extract. Stormworld_ExpandedFactions Stormworld_ExpandedFactions_Champions Stormworld_ExpandedFactions_NoVanillaSov

232 Replies 642,138 Views

Check out this thread https://forums.elementalgame.com/419061 Edit: Looks like the XML is still there for population => production. It's just been reduced to 0. From the CorePlayerAbilities.xml file Base Production Per Population <Descripti

1 Replies 1,731 Views