My name is Fireonk and I approve of this message [e digicons]:grin:[/e]
Fireonk
Well it's definitely a bug. Was playing a game and had the Brother Spareus(sp) quest and when I got them they didn't have any unit wages either.
I am having a lot of trouble tracking down why these guys don't have unit wages. I am beginning to think its a bug with applying the unit wage cost on recruitment of a champion that doesn't happen if you gain them through a quest. Of course I could be completely missing it, so if anyone can take a look at the xml and double check if I'm missing something it would be greatly appreciated.
crimsongekko , will take a look at the Stormworld compatibility, thanks. ManiiNames , hmmm not sure why there would be no wage cost since I am using the same code as other champions but I will definitely look into that. Thanks for t
Ok, file has been updated. Changes for this one: -Added Boldin: A man who is focused on defense more than offense. -Fixed Brashear's ability that was trying to draw from the enemy's attack rating. -Traits no longer available in sovereign customization. -Edited quest text so the writing is less....crap For now I left the level up's working the same way until I get a little more feedback to see how people pr
Status update. I had basically no time this weekend and ran into the issue with a couple skills on the new character I was working on so couldn't get an update out. I also realized there is a bug with one of Brashear's ability, related to the issue I posted earlier where on applytocaster it won't take the target unit's stats so I have to rework that one as well. However, I was able to go through all the text quest and spent time editing. 
Well part of the goal is to make the Champions more unique than the average champion. It will definitely require some balancing as more people run into the champions and give feedback on what they like and don't like. The ultimate goal would be to make the abilties chosen because they are cooler than generic paths, not necessarily because they are more powerful. Partly this is because I don't have faith that the A.I. would ever properly use the abilities(unle
Not intended. WarlordAlpha let me know via pm and its already been fixed :) Will upload with next update(sunday? hopefully) Thanks for letting me know though.
Bah, I was afraid of that. This next hero just doesn't want to work. Was playing around with a knockback ability also and no matter what i set the value as it only knocks the target back 1 tile.
Ok I'm working on the next hero and I am running into an issue. I am trying to cause the hero to take damage from his target and I have this: Unit CurHealth &nbs
The Heroes mod I am working on is now compatible with this(looks to be working when I try at least.)
Newest file up. Added compatibility for the mod manager and Stormworld.
AH HA! That did it. Thanks guys.
So I have a folder on my desktop called Femods. I put the female henchman mod zip into that folder. I double checked to confirm that it has the configuration.femm in the zip. In the mod manager I put that Femods folder as the path for the repository directory and confirmed that the FE install directory, Mod path, and Map path are all correct as well. When I go to the mod manager tab there is nothing that shows up and all options are gr
So is this supposed to be auto-extracting the zip files into my mod folder for me or I have to keep the repository folder, and also install the mod into my mod folder(right now neither of these methods is working for me)
I'm a little confused on how this works. I have my path set to my mod folder but it doesn't seem to be reading any mods in there. I took a look at the guides and not really sure whats going on. Is there a specific way I need the mods installed in the mods folder for it to read. Since the configuration.femm files are all the same name I assume I just unzip the mods into separate folders in that mod folder. If it only reads the configuratio
Haha, you beat me too it. I had already planned on playing around with giving each champ a book to spawn their next quest in the questline so people can choose to read it or ignore as they please.
Or I guess, if people are more interested in the champions themselves, I can try eliminating the quests completely and just make them recruitable in the normal fashion.
Right, but as far as I know you can't set a quest to kingdom or empire specific, so both sides will have access to the quests and the reward is the champion. If the champ is given as a reward I don't think it checks the kingdom/empire tag and puts them in the party automatically. For compatibility purposes I guess the question is would you prefer the tags for now(and presumably allow the champs to take advantage of your specific kingdom/empire traits, abilities, and items)
michaelms , no real plans on a certain number of heroes. Heavenfall , next update will be Stormworld compatible. One question, sin
File has been updated in first post: - Added Rachel - A healer who uses her abilities by manipulating the power of crystals. - Fixed the traits being available for designed units - Adjusted a.i. priority settings on certain abilities to mimic priority settings of other spells that fulfill similar roles. - Changed a.i. priority settings to 6 on the level up abilities in the hopes that the game prioritizes them over the other abilities on level up(all others are
Awesome! Feels good to see my work in action. Thanks a ton for testing it out! Allthough I have no idea how the a.i. is going to handle Mouse's abilities....(Actually they might not even pick the abilities on level up now that I think about it.) I will fix the trait bug when I post the newest version(hopefully tonight.)
Nice to see a couple people interested. Anyone run into any of the quests yet? I should be able to update later tonight when I get home from work with another quest/champ. I am considering trying to make these quests automatically get spawned for now so people can better test/provide feedback. Anyone know if the works for quest locations and not just random event quests?
Current known issues: -On the level ups at 4, 7, and 10 I would like to make their abilities the only choice. As of now they show up first because it an alphabetical listing and I named them with "Ability - xxx" -I have no artistic abilities so all icons, characters, and images will only be from the game files. -Hard to properly balance on theory alone. Will probably need to adjust numbers/skills based on user feedback.
So I decided I would like to try my hand at modding. One thing that I thought could improve the game is creating more interesting characters that you could come across in the world. I have a couple problems with the current champions that are in the game: 1. Generic level ups - Every character can level in any direction they want and often there is a distinct better pick for each character archetype that you are working with. 2. They are mercenaries - There is no b