Yes, it only affects spells that can be resisted.
Heavenfall
I haven't tried any of this, maybe seanw3 knows. The only question I can answer is that infinite is a boolean (true or false) that sets if the tech can be researched multiple times over and over to gain the benefits many times over.
The "Fear" triggered by certain high-end monsters such as Dragons doesn't work right. It says it should prevent the affected units from acting for 3 rounds. It only prevents them from acting in their first turn. The debuff "Afraid" won't fade until 3 turns have past, so you'll often see units moving about even though they are "Afraid".
[quote who="seanw3" reply="16" id="3280811"]Well, the devs are very good about not speculating. They will almost certainly not comment at all on modding issues until they are certain one way or the other. But knowing a little more than the average user, I can guess pretty well what is happening on their side. Sales were about par with what they wanted. Not a massive success right away, but the release was superb by the industry standards (it didn't cause mass riots and no one was killed).
I hear ya, been wanting proper sieges forever. Upping the strengrh of militia sounds like a pretty clear-cut case of balance changing though. I don't really want that for this mod. I don't want people playing it to have to relearn a bunch of mechanics. I want it to be the same game, just better diversity in factions and more content.
Added to Frost Giant weaknesses on the wiki.
[quote who="ManiiNames" reply="667" id="3280586"] I had been designing all of my Frost Giants to not use anything with counterattack, because I thought I read that they couldn't use Counterattack. Am I nuts or did I really read that somewhere?[/quote] It only applies to champions from the Towering Lords trait. It's what they trade away to get Overpower damage. [quote who="Glazunov1" reply="668" id="3280588"]Heavenfall, if I use only the reliquary section of
There are treasure lists, but Torax' is set to give any item in the game. You always get the trophy though.
I'm not including the mod, I'm just adding support for it so our mods are compatible. The snaking mod will work as well. The new rivers are not stuff you snake to, you can only build on the world resource on each river.
The Golem faction in Stormworld uses up population for each member in a unit. It is most noticeable early game when you want a lot of pioneers and a militia or two. It delays choosing level 2 city paths a bit. In the mid- and late-game there's basically no difference, if you have even a little growth.
Well played! Lots of fun for me to read. Yeah, the late-game mop-up is a big problem with the vanilla game. Since I'm using the same rules and balance there's no real good way for me to "get at" the problem other than the 20 new events.
Just disable stylized lightning in advanced options.
Correct, it won't show up even if you pay. I have requested a way to solve this from the devs.
I thought another thing. Dependencies. I use those a lot in my mod. For example Stormworld_Quests requires Stormworld_ExpandedFactions_Champions. Something to support that would be great. Edit: Looks like you already have it in the xml. Never mind!
Yeah, I meant the file extension. The content I don't care about.
I wonder if it would be smarter not to have the setup file as .xml. It may confuse people. Maybe it would be smarter to have it as .txt or even your own file ending. I'm thinking that it would be easier for me, as a modder, if there was only one file that the players downloaded. Ie, it should be the same .zip for those who download and use the manager, and those who don't. A .xml file might confuse people that don't use the manager.
In your you have all the 3d models re-done again. This is superfluous unless you are creating NEW . I strongly advice you to remove the bits from your files, or change the internalnames to something unique to prevent the game having to render all the 3d models and effects twice. Example: The core file has this [quote] <GameItemType
I will add the artdef support for the Stormworld stuff myself in the next release. It makes much more sense to have it in my mod than in yours, because when I add new content you shouldn't have to update. You'll need to keep the unitstats though. When I release the next version of Stormworld there is no need for you to update yours (no overwrite issues) but if you update this again in the future you could remove the Stormworld artdef stuff.
To make the mod fully compatible with Stormworld you need the background unitstats added to your unittypes. In particular, each unit will need these 1 1 1 All sovereigns need these <
Another small request, how the mod manager will handle incompatibilities. Right now it looks like I have to add each version of the other mods that my own mod is not compatible with? That's a hassle. For example, ALL Master's Affliction mods are incompatible with ALL Stormworld mods, so I don't want to have to update that bit every time they or I release a new one.
Also a feature I would like to request. In addition to /INSTALL/ and /MODS/ we could use /MAPS/. For whatever idiotic reason, the game only reads in maps and tactical maps from Documents\My Games\FallenEnchantress\Maps\ and tactical maps from Documents\My Games\FallenEnchantress\Maps\TacticalMaps\. You'll notice these are outside the /mods/ folder. I haven't added any maps myself because it would mean another folder the user would have to worry about, but if your Mod Manager c
[quote who="crimsongekko" reply="658" id="3280255"]Heavenfall, could you help me modify the Urxen Redesign mod so I can make it 100% SW compatible? what I know so far is that I'll need to add some unistat_BG tags to each and every unit/champ/sov it adds, tagging them sov/champ/humanoid/male/female/empire. correct? aside from that... I guess the file you provided to parrothmath for his female henchman mod is needed to allow them to use some SW items, righ
[quote who="spectralnubus" reply="657" id="3280206"]Hi there, I love the mod. Played the expanded faction addon's for WOEM too. I'm experiencing a issue with Stormlords. When I enter the built-in workshop, and go into the custom faction creator, both Drota's and Centaur's are without bottom-half's. I looked at the readme, and instructions upon the wikidot. While inside of the faction editor, the appearance tab does not have a equipment section. Just a color pallet for edit
[quote who="ManiiNames" reply="656" id="3280081"]Trying the Frost Giants. Suggestions: Any chance of using Arctic land within the area controlled by the Frost Giants? Misc: Wilding Hermits are like the worst thing ever for the Frost Giants to have to fight early on. Coal Stones shoots the entire army and does extra damage because we're vulnerable to fire. ARGH!!! The Demonhound looks really cool, bu
If you are going to wipe the mod directory, please put a warning popup for that. I'm sure a lot of people would hate to accidentally delete their mod directories. The same goes for the potential to "restore" the installation directory as well, since there are a lot of people tweaking things in the installation folder. If this is something you plan on continuing to develop, I will change the next SW release to use your program after you release it (if the player wants to, obviously