On the first two maps you have one city that belongs to you and they're normal with production, research etc. The third map also has a city like that but with 0 yields. Doesn't really make sense, gameplay or lore wise.
JSchoeck
Which one is it, the Fallen Enchantress Scenario from the original game or what? Didn't even realize it WASN'T in the FE:LH version, too. But yes, it's great that it's in!
In the Fallen Enchantress scenario on the 3rd map (the one after you free the Oracle), your starting city "Kilford" has 0 Material, 0 Grain and 0 Essence. This means that you cannot build, cannot increase your mana regeneration and cannot train troops. Is this intentional? It really doesn't make sense in the flow of the scenario as it isn't explained why it would be that way. Also it's kind of breaking gameplay.
I thought that once the icon on the lair turns from purple into green it's basically just a place to pick up loot. Maybe I'm wrong?
Great next step for the game, no crashes so far! 1. When Autoturn is enabled and the last action of a turn gives a hero enough XP to level up the level up screen will be shown, but the AI will already take its turn (or at least the player's units that received orders for several turns will move - not sure about this). This makes it hard to follow the gameplay and level up should freeze the gameplay until the screen is gone. 2. After researching my 1st or 2nd tech the game
The very excellent free software Notepad++ ( http://notepad-plus-plus.org/ ) has a useful compare tool. It also marks up XML and other coding languages and has a plethora of great utilities built in.
Nice tutorial! I can't post on the video's page for some reason, so here are my comments: You can and (according to Heavenfall) should delete the tags and everything inbetween, since the tag references the already defined model in the basic game directory. Also IIRC the shop value is the value for what to buy an item and the sell value is that divided by 5.
Yep, works better the way it's handled in Civ. Scenario 1: Units in cities should simply be treated as having movement, except when you push Guard - and that Guard status should be remembered until it is selected again manually.
I can confirm this. Happend this way in 1.0, 1.01 and still in 1.02. (Must say I am glad this bug exists - would probably be MUCH harder to defeat those high-end creatures. Maybe it should be harder!?)
I haven't had any performance issues on my 3 years old gaming PC, so that part of the updates doesn't personally matter to me. BUT I think it's awesome that annoying bugs and obvious balance issues get addressed so quickly. I found it very annoying with Civ 4 and even more 5 that they'd take so long (sometimes) to finish an update. Great job YOU GUYS are doing. Pathetic fishing attempt though! ;) ;)
Use the Quest Wizard if you want to create new quests. It seems to be really powerful.
Nice read, makes me want to try out the mod myself!
NexusDark0ne , the download link doesn't yet work for free accounts (which probably is intentional, just wanted to let you know in case it's a hickup). I really like the Nexus (had great experiences Oblivion, Skyrim, Fallout) and I hope that the Nexus Mod Manager tool will be usable for FE eventually, too (since it's as easy as moving files i
Simple solution: first apply the % penalty, then the additive/substractive one. Example: Start value = 1 20% Penalty -> 0.8 -20 Penalty -> -19.2 Now you have effectively 20.2 less magic resistance than before. The drawback is that it's easier to get better MR with items, because: Start value = 50 20% Penalty -> 40 -20 Penalty -> 20 as opposed to: Start value = 50
Thanks! Since you've been modding for 10 months now you'd probably have found a way... I guess the game doesn't check for items when determining the update ressource value and that's hard-coded? Too bad, would make sense to have items that grant Mana, Gildar, Influence or other stuff. :-/
So the AmuletOfFlames_ArtDef is the only necessary information to assign a model to an item, correct? Could I change its color using the tag? In that case would including the rest of the
Only the special Tarth bows have armor penetration. All other factions have normal bows that do NOT penetrate armor. Of course the additional protection of Chain Armor against Cutting damage and of Plate Armor against Blunt damage does not apply to them, so in a sense it's circumventing the armor partially.
I'm working on adding a few items that I feel are expanding the player's gameplay choices during the early to mid game. As of now I haven't released it since I need to test it for consistency. Anyway, I totally agree with your point that these little additions should exist and I really wonder why no "little mod" modding community has evolved yet. The game is totally awesome and those things are so easy to do right now.
Very interesting read. Is it actually FUN to play a game like this? [e digicons]:grin:[/e]
I am trying to create a ring for heroes to wear that gives the player +1 Influence per Season. The result of my below code displays correctly in the game, but the Influence resource does not show the ring/hero and the influence is not added. The only part that is different than from the improvements that have Influence as a yield is that I didn't include the 1 , since an item isn't supposed to mess with upgrades. An
Can you tell us what your mod actually changes/introduces?
Reads very interesting and great spell ideas. The values seem to be much stronger than spells in the vanilla game, though. Especially the increase per shard is much less pronounced than in your mod. I haven't tested it, but suggest you take a close and fair look at it. The spells shouldn't be preferred in every battle and not used more than equally tiered spells of the other schools, if they have the same # of shards attached.
When using the Rock Spider poison ability Earth Elementals and other creatures that are supposed to be completely immune to poison still take damage (only 1 or 2) and are poisoned, taking damage after every turn they take.
I enjoyed it, especially the hunt leading up to the 3rd statue. Finding all of them and getting the 2 Eyes was nice. Sure, I had to reload after the 3rd statue, because I had no idea, but I still think that having a dragon in a late-mid- to end-game army is a big benefit and totally awesome!
I second that. Was pretty unhappy about losing 10 crystals 3 times when I first found out about this, just to confirm the resources got removed EVERYTIME you clicked on "build". There is also a definite bug on this: You can get to negative Crystals by queing up Guardian Statues and removing them again.