Heavenfall

Heavenfall

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

The wipe doesn't appear to function, when I click yes for the mods folder it remains untouched. I'm also having trouble with one of my folders not installing. I'll play around and see if I can fix it, otherwise I'll upload it so you can check it out.

232 Replies 642,163 Views

I'll put up a full Stormworld release with a config file in a bit. That configuration doesn't look right for the rivermod.

232 Replies 642,163 Views

Because of the bugs above I really can't think of a way to do it from the /mods/ folder. The best I can think of would be to give them a cost of 5000 points or so.

26 Replies 12,803 Views

Unfortunately both RaceConfigs and AbilityBonusOptions are not overwriting properly right now from the /mods/ folder. Instead of trying to change the existing faction abilities, why not create a new one instead?

26 Replies 12,803 Views

Thanks for the encouragement, and lots of thanks for reporting bugs like that. The mod is too large for me to notice everything now. Like the Essence Binder that got broken in 1.02 patch because they changed some stuff in the game code. But I never saw it drop in my games, so I never saw the bug.

1,118 Replies 2,456,292 Views

1) You can have an item restricted to a faction or a race for unit design and the shop, but there is no good way to limit a random item found in loot to Mechos only. You cannot use the bloodline as prerequisite, items only accept the unit's level as prerequisite for champions. 2) Only if you put it in at the unit's creation (unit design/custom sov creation). Otherwise no. 3) The easiest way is to give your faction a new faction ability. For example the Scrying Pool imp

26 Replies 12,803 Views

Coreworldresources CoreShards CoreWeapons CoreArmor CoreItems CoreQuests CoreUnits CoreUnitstats those you should only copy what you intend to change or add CoreAbilities CoreImprovements those are special, when you re-define an existing type the old tags are not forgotten. See https://forums.elementalgame.com/434780 CoreSpells also see the link above Treati

26 Replies 12,803 Views

I believe you'll find some answers here https://forums.elementalgame.com/437102 For ElementalDefs.xml you need to copy the entire file to /Mods/ folder and then change it. You can't take just a part of it to edit.

26 Replies 12,803 Views

[quote who="Frogboy" reply="59" id="3282130"] Quoting Wizard1200, reply 56Fallen Enchantress has, in my opinion, the huge problem that as soon as you change the core files the mod is not compatible with the next patch. That is the reason why i stopped working on my mod. The long-term solution is to NOT modify the core files put instead replace the core files in the mods directory and have the game use those instead.[/quote] Unfortunately, this isn't really doable d

96 Replies 315,502 Views

What joeball123 said. I wouldn't recommend the Not Alive tag, unless they are corpses walking around. Not Alive in my book are for units that are literally dead, or were never alive in the first place such as golems.

16 Replies 20,846 Views

Their gender is up to you, of course. In Stormworld, most races have members of both genders, but there are also plenty of units with no genders, which may be more fitting if they have completely left their physical bodies and their minds behind to ascend to some kind of new state of being. You can also try giving them Elemental and see if it shows up in-game in the unit details where it says "Race:". I'm not sure if it will show Amarian or

16 Replies 20,846 Views

Looks compatible to me, if you just add the background unitstats. By the way, there's no need to have such units designable if you don't want them to be. Like the pioneers you can add 1 and they will appear in training window, but not in design window.

16 Replies 20,846 Views

Yeah, that's probably easier. Just nitpicking, but it may be even better to have "Warning! You must delete all content in folders X before proceeding or there may be issues. Do you want to delete all the content in the /mods/ directory?" Proceed Cancel Ignore Warning

232 Replies 642,163 Views

A minor thing, but something for the modders. I don't know if this is how you do it already. When you wipe the mod or installation folder, the "user approval" should be a yes/no but there may also be a third option, ignore. Basically, for the common user, it makes sense to be "strict". But wiping a modder's mod or installation directory could get you some very angry letters. It's where we keep our mods before release after all. So the mod manager should ask for user approv

232 Replies 642,163 Views

[quote who="WarlordAlpha" reply="6" id="3281824"]Hey thanks for the help seanw3... havnt quite yet figured out the book thing, guess I am missing something but definitely made some progress during that I figured out how to make some additional character creation talents so now I got some "class elements" that can be chosen on character creation for custom Sovs like a couple extra spells for one trait, a passive and active skill for another was a fun experiment!<br /

12 Replies 5,293 Views