How do you decide which layer you save and use? If I remember correctly, I saw 4 layers, RGB and another layer, is there a method to deciding which one you want to edit? Yeah, I'm that dense. Also, you mention changing the files back to .dds...do you have to do that or can I leave the file as a png? I am guessing if I modify one layer, it would have to be converted back aye?
jshores
Excellent, I am done hijacking your thread :) Thanks for the information and the great mod [e digicons]:grin:[/e]
I am having a hard time converting the .dds files into .png files that can be easily edited. I use photoshop CS5 and a Nvidia plugin that allows me to open and view the dds files. From there, I am not sure what to do to edit the dds or to convert it to a png where I can make changes. Either would be fine, or whichever is the best way to do it. I've successully edited a few skins that were already PNGs in the old WOM folder, but then I tried editing eyes
I want to do it like this: Path is the prerequisite for the traits. The traits use the stat provided by the weapon for calculations. That should work, correct?
That sounds excellent. I like that a lot better than than the weapon providing the special perks. I am going to steal your idea may restructure my idea like this : Path of ***** provides access to the level up traits for that path focused on the certain weapon. Equipping the proper weapon makes the traits usable.
[quote who="Heavenfall" reply="327" id="3243730"]These extra-affinity abilities could also possibly be developed by any hero that equips the item. So if I equip an Orb of Justice, I may have a choice of developing an affinity for the item at level-up.[/quote] This sounds like something I am interested in doing. I want to have paths that prefer certain weapon types. For instance, a friar that has a greater "affinity" for a staff, a blademaster that prefers to use swords
The_Kezz, I know you directed this comment to Heavenfall, but here is a list of XML files that can get you started: CoreEyes CoreUnits CoreRaceTypes CoreSkins CoreClothes CoreRaceConfig AnimationPacks With the exception of the last one, all those files can be found in the data/english directory. The animationpacks is found in the data/animations directory. &nb
I've added your notes on the UI implications to my post above. Thanks [e digicons]:grin:[/e]
Request #4 Item prerequisites beyond level restrictions Problem: Currently, we can only restrict items based on the level of sovereigns and champions. It would be nice to be able to restrict the use of items based on other things such as unit stats (hidden or otherwise) and traits. This would allow modders to create items that require specific paths, specific traits and/or specific unit stats. <span style="text-decoration
You guys must keep the air conditioning turned way down. I noticed in most of these pictures and ones posted in the past, people are always wearing jackets or long sleeves [e digicons];P[/e] .
Spiders are still doing wizard stuff. Not sure if this is a bug or intended.
[quote who="Derek Paxton" reply="76" id="3241484"] Quoting Wizard1200, reply 64Great changes, but the Executioner line should give an attack bonus against heroes, because only 50 % of the factions are men and killing heroes would fit perfect to an assassin. It would be better to reduce the critical damage to + 25 % and increase the critical chance to + 15 %, because relying so much on luck is a dangerous game mechanic. The bonus vs Champions is what I originally intended for t
If anyone wants to learn modding, adding new paths is one of the easiest ways to get your feet wet. Paths are simply traits that work as prerequisites for other traits.
I like the quest that gives the two wolves because my daughter likes naming them [e digicons]:thumbsup:[/e] .
Ah, sucks that we are hoping for an AI that will be good later down the road if we mean after release. I am curious as to how it is playing more like a human and less like any other TBS AI.
[quote who="seanw3" reply="114" id="3240461"]The thing about FE is that the AI is using a more complex structure. It will seem dumb in development, but once it is at 90%, it will simply be the best AI ever. This AI plays like a human, which means it will be a long time before it's perfect. [/quote] Huh?
Wow, after playing the last patch I would like to change my vote to poor. It's almost like the changes are some sort of late April Fool's Day joke. Spiders that charm the enemy, "weak" warrior mobs casting shaman spells, not a weapon left in the land, replaced with tons of armor drops. Not to mention the horrible attack grunts and "I've been hit" screams. Terrible, terrible, terrible. This minor patch was a massive step backwards.
I voted fair. I love the game mechanics, but I also feel like certain elements of the game have nothing to do with one another. For example, empire building and champion progression. I think if it gets a few passes of AI improvement, diplomacy improvement, bug squashing, balance and a bit of synergy between the existing mechanics the game would be ready for release.
[quote who="Kongdej" reply="24" id="3232918"]i think the problem with the wildlings are not the ability, but the lack of information when you look at the unit info, most all special abilities and spells lack this special information... [/quote] I agree with you, the information being presented to the player does not match the encounter. I think if some of the people in this thread ridiculing the original poster would have ran into the coal stone guy a little sooner
I ran into a lone hermit my first game of beta 5. My sovereign spent the next 5 rounds at home mending. The ability probably is too strong for that level of monster. It took him 3 rounds to kill my sovereign. It's a mistake I will only make once, but his rating does not correlate with how tough he actually is. I went back once I gained a few levels and beat him with about 10 HP left. I don't mind that the guy is tough to beat, but when I hover the mouse over him, it shou
[quote who="Poko8" reply="119" id="3232126"]Doesn't tribute enforce peace for 30 turns? That's a very good reason to offer trubite[/quote] I think that is a different diplomacy option; I think the AI asks you to enter into a NAP and either demands or offers gold depending on your relative power.
Quick question about this item: [quote] Attempt to fix issue where the AI will offer you tribute but the title of the dialog says "demand tribute" Smarter evaluations on when to ask or demand tribute[/quote] Should the AI ever offer tribute voluntarily? I can't think of an instance where this would benefit the AI.
Great read, thanks for sharing. It would be interesting to see emergenetic profiles for different designers (Analytical/Conceptual/Structural/Social) and if they match more towards the content mold or the systems mold. I am a conceptual/analytical guy and I feel like I lean more towards the systems side when it comes to making mods.
Here is an example of a spell using a custom shard, notice I used a hidden unit stat in the calculation (Per Heavenfall's instruction in the beginning of the thread). I tried to bold and resize it for you, but the code tags doesn't like it. Look at the part that is blocked with a text style change, that is the relevant part... [code="xml"] Regeneration
[quote who="Heavenfall" reply="107" id="3228695"]What the fuck are you talking about, seriously. Point to one single post that says anything CLOSE to "it is OK that the game comes out whatever and they can fix it with mods". EVERYBODY wants the game to be great without mods. NOBODY wants the devs to make a bad game that is very moddable. [/quote] Exactamente. The debate was over whether or not reviewers correlate the n