DsRaider

DsRaider

Joined Member # 3393970
143 Posts 2,032 Replies 25,104 Reputation

I'm not an expert but I have modded a few skins for armor and all the game models and skins can be found in the game directory under \Stardock Games\FallenEnchantress\Gfx\HKB not sure if that is what your looking for.

19 Replies 13,673 Views

I am still supporting that mod I just have been very busy and have had no free time due to school and other projects. I like the spider mount idea however I don't want to start adjusting existing traits. I prefer to simply add new ones. It makes it much easier to update. It would be very simple to mod in the only problem might be for designed troops, the spider model may clip or look stupid in groups. I also prefer my traits to do something more then just add a single moun

8 Replies 6,039 Views

This is really annoying. How do you get improvements placed in the map editor to join adjacent towns!

3 Replies 3,163 Views

[quote who="sratner" reply="12" id="3279896"]Will I need to clear out my custom faction and recreate it, or can that stay?[/quote] Your custom faction can stay.

30 Replies 84,801 Views

When placing improvements how do you get them to join cities they are adjacent to? When I place them they don't attach to the city and are useless. I could swear they attached automatically when I did it once awhile ago.

3 Replies 3,163 Views

Ok the issue with mounts has been fixed, you will have to re-download both mods and start a new game though. Here are Dropbox links until WinCustomize approves them. New Umber Add Traits By the way this should be compatible with StormWorld.

30 Replies 84,801 Views

Making new races is very complicated, especially if you want them to look unique. Here is an editor that allows you make basic new races. Yes to add custom logos you have to edit xml. If it's on a custom faction that faction file can be found in MyDocuments/MyGames/FallenEnchantress/Race. You will want to add your custom logos to the /FallenEnchantress/Mods/GFX folder. The tag you edit to change a faction logo is <Pr

12 Replies 20,294 Views

I remember when this quest had you fight something like 6 Ashwakes instead of 3. The problem is that this quest used to be the endgame quest before they switched it to the Wildland.

23 Replies 44,740 Views

All user created quests and goodie huts will be placed on random maps according to their rarity. You have to include the created tile in a goodie hut or quest for it to spawn.

3 Replies 6,153 Views

[quote who="Tasunke" reply="3" id="3276227"]The ships in these DLC maps are likely of a similar variety as the ones in the campaign.[/quote] I don't see how that would work, but maybe I'm being too optimistic. The maps would have to have there own xml to enable ships, and whats the point if the AI can't use it?

5 Replies 10,245 Views

[quote who="Heavenfall" reply="2" id="3275911"]One thing which would help a lot with making your units look unique is letting us modify the colours ourselves in the unit designer. Metal colour, skin colour, cloth colours, even mount colours.[/quote] First though colors would need to actually effect how armor looks. Not sure I would want that much customization in the unit designer. Hair and Skin should probably be set in the faction editor.

3 Replies 4,493 Views

A lot of talk recently has been about making trained units play differently but little of it has discussed how to make them look different without consuming tons of resources. Here are a few ideas to make units physically discernible without requiring tons of new assets. 1. This one is easy and obvious. Modify the skins on armour so they change more in relation to faction colours. The colour of your armour needs to vary much more depending on your faction. Right n

3 Replies 4,493 Views

[quote who="tkobo" reply="64" id="3274407"]First incarnation had more factions allowed per map.Now i seem limited to a max of 8.Another big one for me,and to me another step in the wrong direction. First incarnation had ships.New incarnation doesnt..Another big one for me,and another step in the wrong direction far as i feel about it.[/quote] You can add as many factions as you want, same as in WoM. However you can only have 1 of each so after 8 you have to create custom fa

209 Replies 660,583 Views

[quote who="Khorak" reply="8" id="3274367"]Fixing the Wraith is as simple as removing the -1 hitpoints per level. There. Done. Their bonus ability will still be kinda suck, but they have a couple of unit-traits (one of which will now be vaguely usable instead of utterly pointless). At least then they won't be any worse than Tarth, who immediately have no trait at all as soon as you have the audacity to have more than a measly three units.[/quote] No this is definitely the wrong wa

68 Replies 53,269 Views

[quote who="Naidrev" reply="156" id="3273873"]Is it possible to simply edit a faction and sovereign, instead of having to remake them from scratch? Every time new abilities come around, I have to delete everything.[/quote] Well you can edit the xml in your MyDocuments/MyGames/FallenEnchantress folder.

157 Replies 111,474 Views

Nothing, they suck. Wraith blood also unlocks some unit traits but they suck as well. Zealot: +3 initiative. -1 hp per level. Thereby reducing the unit's hp per level to 0. Enough said. Hallowed Rite: +5 mana per kill. A half decent reward but your probably better off taking a trait that helps compensate for Wraiths being so weak. You also actually have to have the unit get the final blow, which can be very inconve

68 Replies 53,269 Views

[quote who="Frogboy" reply="16" id="3273747"]Most of the maps will have ships on them.[/quote] [e digicons]o_O[/e] Mind Blown! Will the AI use them, and how will they work?

209 Replies 660,583 Views

[quote who="idontcareaboutyou" reply="5" id="3272814"]Got another one. Is there any place where what prereqs work where is discussed?[/quote] I know you can base prereqs off of techs, races, levels, traits, and allegiances. If you can't find an example of it in the xml it probably won't work. What are you trying to do?

5 Replies 11,051 Views

I don't think we need to lose custom units. Several small things can be done to make units unique while retaining unit design. Besides how would we make custom faction without custom units? 1. More unit traits tied to race and faction traits. Some ideas here . 2. Reducing trait spaces on units to 2 from 3, so that units can't do everything at once. 3. Some minor graphical changes to armor. Every unit currentl

86 Replies 279,418 Views