[quote who="Wizard1200" reply="56" id="3282005"]Fallen 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.[/quote] What's your suggested solution? Because I don't see one besides stopping the patches.
Heavenfall
All those values can be adjusted for individual factions. For example the Greenskin in Stormworld have 3 traits instead of 4.
Keep in mind you are playing a 4x TBS game. The game already has more customization than any other on the market.
As long as the website is up I don't care about the physical media.
Added to the information sticky, nice job.
And if you waited another year or two you could have saved even more.
[quote who="Wizaerd" reply="48" id="3281797"] Quoting Heavenfall, reply 47I'm more than glad to offer a helping hand if anyone has any questions, but sometimes I see follow-up questions that really give me pause as to who I'm actually helping. They just make me go "why didn't you just try it yourself?". Instead of asking a question and waiting half a day for a response, just plug it in and see what works and what doesn't. Open up an XML file, change a val
Uploaded 1.5j http://stormworld.wikidot.com/versions#toc1 Download is available at nexus and awaiting approval on wincustomize
The animations exist, there's 3 special spear animations. The problem is one of them looks like the dude is hitting them with a golfclub or something. The two others look like proper spear thrusts. PS. You wouldn't be calling the animations lazy if you ever looked at them closely.
I'm more than glad to offer a helping hand if anyone has any questions, but sometimes I see follow-up questions that really give me pause as to who I'm actually helping. They just make me go "why didn't you just try it yourself?". Instead of asking a question and waiting half a day for a response, just plug it in and see what works and what doesn't.
I built it a couple of times when I wanted to recruit some late-game heroes. The xp/turn seems pointless, the city you build it in is never where you want a governor for example (I put those in recently captured cities for the unrest reduction).
I did some more testing and I think I found the issue. Not that it helps you in any way, but it also means we can't have calculations in modifiers that are 1. When you run a modifier like this Resource <Attri
The essence binder is getting reworked in next version. I'll check out the earthshakers. Thanks.
No idea how that system even works.
[quote who="deanwilkinson" reply="676" id="3281587"] where are the install instructions? because my client just crashes. I went on the wiki page and using the link. I don't see any instructions.[/quote] Sorry, I deleted it yesterday by mistake. It's up again on the front page of the wiki.
If I go for 2x or 5x speed on animations in tactical combat, this effect propagates to the Unit Details window as well. It looks... odd... to see the various monsters sped up to ultra in their idle animations.
I think we should recognize the efforts made. They have done these things that were specifically aimed at modding with no impact on the main game: - Added a no-object-spawn switch to player-made maps (used extensively by cephalo for Elementerra2) - Changed the place where we put our mods, originally placed in /mods/ in the installation directory they got their own folder in the "my documents" folder - Added Wincustomize FE site - Released the <a href="https://f
CoreSpells.xml
It's fairly complicated, since Stormworld uses its own militia.
[quote who="Dregoth00" reply="674" id="3281359"]Hi there, found another bug with a different faction this time.... When playing angels your units should get bonuses to attack according to the number of life shards you have under your control at the start of combat. This works when engaging in combat and then fighting or auto-resolving like so https://dl.dropbox.com/u/6742565/2012-11-20_00001.jpg But when I auto-resolve without firs
Sure, just play medium or large maps with 2-3 AIs to give them plenty of room to expand. Don't use any of the obvious cheese and you'll find an interesting game.
You guys have lost a lot of civil liberties since the Patriot Act started making its mucky grabs. It really is a diverging point in history compared to other, more free cultures. Maybe you'll recover eventually. I shudder to think what another successful terrorist act would do to you though.
Because I enjoy the core game and I really don't feel like spending time changing its rules.
[quote who="impinc" reply="22" id="3281228"]Also, remember how someone got hired to be the "mod czar"? [/quote] That's different. They've clearly put huge effort into making sure the variables are moddable. We should not be ungrateful about that, because it is a great accomplishment if you compare it to other data-driven modding approaches to other games.
1) for me. The time it takes to build those roads is the time you spend researching trading. And snaking is something I don't encounter, since I use auto-placement. I'm completely fine with only being able to build river- and forest-buildings on those tiles when they are adjacent to the city core. I am grateful that it enables me to ignore internal improvement placing.