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
Heavenfall
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.
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.
[e digicons]:')[/e]
[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.
Thanks to both of you.
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
Uhh sorry, that may have been me manually extracting the zip. Nevermind the .txt comment. [e digicons]O:)[/e]
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.
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.
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.
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.
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?
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.
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.
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
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 /
My primary concern is building a mod community, getting the mods to players is a secondary concern.
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
Free fire attack for everyone that gets boosts from every fire shrine you conquer? Better food in high material cities?
Like tiles! [e digicons]:D[/e]
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/
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.
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
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