tjashen

tjashen

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

One of the Sovereign creation options that we used to have allowed you to start with a city. I'd imagine that this is still possible via modding, but I'd have to look at the code in the older versions of the game, and see how that was done. The issue now, of course, will be the resource levels of an 'automatically established' starting city (grain/materials/essence). I'll put this on my 'to do' list, for anyone interested in a 'fast

1 Replies 6,844 Views

OK, the one way I could think of doing a 'profession check' would be to have said profession create an item or resource when it is chosen. i.e. when you choose Path of the Mage, a gamemodifier creates a new item, Badge of the Mage. Quest then looks for Badge of the Mage. Keep in mind that the quest will then 'take away' said badge when the item check is met, so if you plan to 'reuse' the tag, give the Mages multiple badges, or give them another badg

844 Replies 1,925,896 Views

My fingers had a mind of their own there BlackRainZ. My brain was remembering the 'drastically reduced production time, but in some cases increases resource requirements' for some reason, and I was probably going to type all of that, but I was mainly just trying to get the list done so I obviously mistyped there. I do remember the 1-2 weeks training comment, and also a conversation in the thread about increasing metal costs, etc. for plate or something along those lines.</

46 Replies 295,860 Views

OK, armchair analysis of the club versus spear's special abilities, based on the initial values comment. Att 6*6=36. Double 72. Versus spearman Def 5 (0 armor + 5 att); Max damage 12 Att 5*5=25. Ignores some defense. Clubber def 6 (0 armor =6 att). 66% of 6 is 4, so 25/4 is about 6 damage. Tripling the above values means around 36 max damage for the clubber, versus about 18 max damage for the spearman. If the Spearman strikes f

49 Replies 137,649 Views

This has been an issue for me since E:WOM. My mouse doesn't have a scroll wheel, hence I can't zoom in and out using the Builder's Forge or Cartographer thing. I do have a scroll function: Click button 4 and I can scroll up/down/etc. using the mouse. Click button 4 again, function disabled. I use the Logitech Marble Mouse/Trackball btw. I have RSI/CTS issues, and this mouse solves that issue handsomely. It's been on the market for seve

0 Replies 1,434 Views

Quick question for you modder types. I've had this issue since the E:WOM days. I have a mouse which doesn't have a scroll wheel. I do have third and fourth buttons, and use the third button regularly ingame to change camera angles and such. Anyways, I've never been able to zoom when making/modifying tiles using the builder that comes with the game. I do make my best guess when placing things, but unless you can zoom in, sometimes you end up with s

844 Replies 1,925,896 Views

A quick update. Thanks to not being able to solving a dialogue tree issue, I'm restructuring this quest a bit. As mentioned above, I'm introducing new choices, with different results. The dialogue is sorta kinda working now, but since destroy unit has a very specific context in the tree, I couldn't delay the relevant choice until later. No worries, I can do this the 'expected' way, it just won't be as much fun... Also, I think I figure

17 Replies 20,692 Views

Bernie, FYI, I was reading about an update to the Ranger mod that shows the professions 6 across instead of 5. This won't help with the other profession mods, which add a bunch more, so the 'hidden scroll' thing will still be an issue. Your 'Wheel Selector' idea might work a little better. Or just smaller pics to represent the categories. Those five profession pics take up a LOT of valuable screen space. I also take

2 Replies 3,793 Views

If you build a city building next to a resource that you've harvested, said resource usually gets incorporated inside the city walls (unless said resource belongs to another city). Incorporating resources inside city walls prevents said resources from being razing targets by maurauding monsters, etc.. Unless the monsters attack and raze the city itself, of course! Most of my cities look like 'x's and such, because my builds are always placed towards the directi

8 Replies 18,928 Views

Hmmm. One idea... If there is a base core race template you regularly use (say, Amarian), and a specific unit design (say a Spearman with the dodge cloak), you could add this unit as a 'base unit' for said given core race. I just tried this ingame, and after some detective work, I managed to get this to work, for both my custom Amarian Sov/Race and Procipinee. I actually had an extra step here, involving making a short .xml file, but it turns out it was unn

6 Replies 12,785 Views

As noted above, going forward I will be responding in the relevant LH Mod thread when I post new mods/updates to mods to the LH Mods list, so as to not clutter up this thread with a bunch of my own replies. That being said, please feel free to post a brief synopsis of any updates, new mods, etc. which you may have in this thread, with perhaps a link to your Mod thread as appropriate. On that note: (so as to get the ball rolling)

46 Replies 295,860 Views

Sjaminei, I didn't look at the cloaks situation when I was posting this, but yes the same would apply to cloaks as well. UnitStat_Dodge, or any other UnitStat for that matter, could be assigned to the upgrade def instead. As for the 'front end' comments, I essentially meant that you would need to manually edit the files for your unit to change the upgrade comparison. Anyone can do this. I should have said 'modding' not 'modders', s

6 Replies 12,785 Views

Just wanted to echo the workaround for the graphics memory usage/slowdown thing. I've found that when the game starts lagging, a save, quit and restart fixes the problem for a bit, and performance improves quite a bit from how it was when you saved. As I remember, a simple save then reload works too, but I've been in playtesting mode for a bit so I haven't done many late games lately, under 1.2...

16 Replies 8,421 Views

[quote who="GFireflyE" reply="13" id="3379398"] I'll toot my own horn: It's a small one, but a mod none-the-less: Improved Catapults: https://forums.elementalgame.com/445925/page/1/[/quote] Hmmm, that is currently listed in the FE Mods forum, which is why I missed it... Quick FYI, the original poster can change the forum category of a thread when you edit the original post (jus

46 Replies 295,860 Views

[quote who="Potatocat" reply="6" id="3379207"] Mine? it's even 1 page and posted from just yesterday.[/quote] No worries Potatocat. I started at the BOTTOM of the forum and have been working up, so I haven't added the latest/most recently replied to mods yet in most cases. I've taken my nap and am refreshed now, and am in editing mode again... adding yours now! Except in Parrotmath's case, of course, (added his first) but since he has so many

46 Replies 295,860 Views

This CAN be changed on the back end (outside of a game/scenario) by modding, or if you know 'where to look' r.e. a unit you designed in a previous game, but not on the front end by players. Reason: When the game checks for upgradeable equipment, it uses one variable. For almost all units, this is Defense_Pierce. This makes sense in most cases, but with the Soldier's Gloves and Soldier's Boots, these provide a different bonus (accuracy/initiative).&nbs

6 Replies 12,785 Views

[quote who="StevenAus" reply="1" id="3379189"] And of course you can't forget Heavenfall's Children of Storm. [/quote] I'm still adding mods, but am taking a break for now. I started on page 3, and have been working up the list of posts, so the most recently replied to posts may not be added to this list as of yet (thinking 3-6 to go). I've been posting edits regularly, so as to not 'lose' my edits. I'll pick this up in the morning

46 Replies 295,860 Views