tjashen

tjashen

Joined Member # 3503845
109 Posts 892 Replies 28,404 Reputation

Yeah, with GOG I don't have apps phoning home. I begrudgingly have bought a thing or two from Steam, but I have sync disabled for a number of reasons. There are too many cases when a game comes out with a new patch that ends up breaking some feature I liked, so staying with an 'older' version until everyone else gives the 'all clear' via a lack of 'game is now broken' posts is something I do. Also, with a 5GB data cap a month, well I have to pre

23 Replies 89,438 Views

[quote who="Primal_Savage" reply="52" id="3475545"] Your new shopkeeper unit (Or the default shopkeeper unit if not defined) is probably using the DefaultUnitCutscenePack which refers to Shop_LowLevel_01.png I'm not sure if you need to define the CutSceneDataPack for both the Shopkeeper and the Sovereign, but the Shopkeeper is definitely needed. Think of it as a trade screen. Code: xml<br /

59 Replies 46,151 Views

I've been thinking of expanding the 'Bacco event' so that a choice of different champions/henchmen/whatever are made available when that quest fires. That way it isn't Bacco each time. Kind of similar to the reason why Janusk was axed from the early game. I actually liked having Janusk around, but others wanted to see Janusk go, so now he's just a random Champion pick, not a 'may automatically recruit on turn 2' thing. The only thing I h

4 Replies 13,685 Views

What you don't do is ever let them visit Castle Anthrax... Hmmm, that could be a fun quest idea! Sir Lancelot : [ Sir Galahad the Chaste is being seduced by an entire castle full of young women ] We were in the nick of time. You were in great peril. <a href="http://www.imdb.com/name/nm0001589/?ref_=tt_tr

4 Replies 39,014 Views

Primal, Actually, look more closely at the background behind the shopkeeper in my screenshot, Primal, then ask yourself if you've ever seen that image anywhere before (it's a photochop of two separate existing images, with the coloring tweaked to boot). Same for the background behind the Sov in my screenshot. The background behind the Sov didn't used to be so blue/dark... I suck at drawing my own art, but when it comes to repurposing/tweaking existing art

59 Replies 46,151 Views

Hey Primal! So, I was trying to work out how to 'tell' the game that some of my graphics (for say a background for shop_low_level) were in the Mods folder. The game simply was not automatically substituting them, even though I had mentioned said filenames in the 'new' cutscenes.xml files. Certainly the game 'saw' the custom backgrounds I had in LH/GFX for the Sov Picker (first screen after you choose a new game, with a different background for eac

59 Replies 46,151 Views

Although I haven't experimented a lot with this, I'd think you'd get a bit finer control over resource frequency using this tag: 1 I see .25, 2 and other values assigned in the CoreResources file for the resources that actually include this tag (Iron Ore, etc.). Looking over the link Heavenfall is posted, while Rarity can be used to increase one resource's chances

3 Replies 5,503 Views

Another isn't so much an .xml issue as an implementation issue... The Mounts getting a +1/2 to attack and initiative on the first combat turn only thing has always bothered me. If your opponent isn't 'in range' on your first turn, this is pretty much useless. I've always felt (and indeed Kenata had set up an ability back in the EWOM days) that this should work more like the 'rush/take an extra action' ability'. I.E. you get a move bonu

3 Replies 5,453 Views

Still plugging away at the rebuild, although I'm taking it a bit slower this time. I've been trying to find a way to implement the 'varied' General Trait tree in such a way that wouldn't require editing a bunch of Champion/Sov files, without going the third Allegiance route. For those that have studied the conversations code, you'll know that there are more intricate conversation options are available for Kingdom-Kingdom, Empire-Empire, and Kingdom-Empire

59 Replies 46,151 Views

Or, I can just add Veteran to the SelectedAbilityBonusOptions. Works great, happens immediately ingame, and I don't need to pop a potion or whatever to see the effect. Really, though, the +10 XP thing makes a small difference in the early game, but once you've hit the higher levels, when XP to the next level goes up quite a bit, yeah that's not that big a deal. At that point, the other abilities look much more attractive. So yeah, I use Veteran all the

13 Replies 24,916 Views

Yeah that. Only 1.1 though, not 1.5. That way, in the early game you'd get a +1 attack, but as Attack_Pierce crosses into the double digits, you'd get a +2 or more... That'd make the bonus more meaningful in the mid-late game, as units are upgraded/provided with stronger weapons.

23 Replies 98,043 Views

Veteran is a great playtesting tool, if you are messing with the Paths. You can also mod in a path so you don't have to pick one at level 2, but if you are trying to see if your path will appear properly then Veteran is a quick and easy way to make that happen on turn 1.

13 Replies 24,916 Views

Shard Harvesting is usually in my top 3. Then it's a toss up between the Study and the Workshop as far as what I'm thinking I need fairly early. The Barracks tech also is an early priority, due to the +1 Army Size tech that comes behind it, but that'll depend on how powerful I think my starting units are, and if I 'lucked out' on the goody hut/quest draw in the first few turns. This is the one time where which race you are can influence your decision to b

11 Replies 22,055 Views

What might make Muscle scale better into the late game would be to change the +1 Attack_Pierce to say... Unit AdjustUnitStat <br

23 Replies 98,043 Views

So, I poke around in the .xml a lot, to try to understand the tags a bit better when I'm modding. One thing that makes ME groan every time I see it is in the CoreUnitGroupingTypes.xml This file is set up for group sizes up to 8, and really you could probably add 9 or more if you wanted to, although it might not look pretty, we had 12 at one point and the models had to really scrunch in back in the EWOM days. ANYWAYS, that isn't what makes me groan. What D

3 Replies 5,453 Views

Ummm, no. I've currently cleaned out my mods folder, put the mods back in that I know have worked fine (Parrotmath mods mostly, plus Monuments XP 'cuz I know it's harmless), and I am now rebuilding everything one thing at a time. I even created a new custom faction and Sov, mostly to make sure I had 'game approved' code. I'll morph those files over to where I need them, but right now I'm taking another pass at the traits trees,

59 Replies 46,151 Views

The tunnel thing could be tied to a mountainside tile, but that is probably getting a little complex. I know the game likes to 'flatten' tiles when you build on them, but if you could figure out how to 'build' the improvement without flattening the tile, that would at least be visually appealing.

39 Replies 173,301 Views

One other note. GFireflyE has graciously been still trying to playtest for me. So I'm still trying to get some good info as I try to track down the problem. So this mod isn't dead in the water so to speak. I've found that if the game doesn't crash in the first turn ot ten, I can actually play pretty far before I eventually bail to tweak some thing or another. I very much appreciate his efforts, and will continue to try to make this a reality.&nb

59 Replies 46,151 Views

Yeah, I figured you would still be seeing this (see my other thread). I do appreciate your continued attempts to playtest this, while I determine what the problem is. I think I know what has happned, but am hoping that isn't it. I feel a bit like Icarus must have felt, in a figurative sense. If you fly too close to the sun, you get burned... Heavenfall has seen a similar issues, his was Shard related, so I realy hope that is the problem. Even though

5 Replies 7,876 Views

I did 'change' the shard art for death shards in my own install, so that a slightly different version would show up on certain terrain. However, that would show up in my install and not GFireflyE's - he doesn't have my modified core file that 'triggers' the different unharvested shard art'. He will see your run of the mill death shard in all cases until he harvests it. As for harvesting the shards, yes I have a different building that does that.

59 Replies 46,151 Views

Bad news. So, I have everything working the way I was hoping it would. However, after GFireflyE pointed out some issue with the savegame/autosave not loading/crashing the game, I myself have reproduced the issue. I've tried saving a game, quitting and restarting, only to find that the game immediately crashes. Same with autosaves. So, despite this mod working so beautifully like I want it to, well you can't load saved games. While any previous

59 Replies 46,151 Views

I remember a little duck birdie saying something about that just yesterday morning... I just sent GFireflyE and Dhuran the updated files. Simply 'cleaning up' the tags wasn't quite sufficient, as I was still seeing slow load times. Which I didn't realize were as significant as they were until I implemented my 'get rid of unnecessary duplicates' strategy for the Summoning and Prodigy trees, and streamline the General Trait tree using t

5 Replies 7,876 Views