StevenRLynchAbundanceThatIAM

StevenRLynchAbundanceThatIAM

Joined Member # 4149234
324 Posts 3,920 Replies 27,720 Reputation

I tried removing all of my code from the Mods folder and just editing Heavenfall's CoreUnits.xml replacement file. But that didn't work. I tested, experience was still being divided even with only Heavenfall's changes, edited to have the tag set to 0. So it suggests that maybe something has changed under the bonnet between 1.1 and 1.3, or the way you did it doesn't work when there are lots of mod file changes. So what I have d

75 Replies 78,516 Views

[quote who="parrottmath" reply="69" id="3400116"] Quoting StevenAus, reply 67 Derek and Devs, could you make it so when you redefine an existing hero in the Mods directory, ALL properties of that hero are according to the redefinition? Currently, even when you redefine certain tags related to experience, including , it just does not work, and you have to edit the core files. Since you are already making a change for techs, it would be

229 Replies 645,196 Views

I tried removing my modification files and just changing the files associated with Children of Storm. With only those files changed, it still didn't work. So I'm not sure what is going on. If people are running Children of Storm or other mods, it may still be necessary to use the NoXPSplit core edit files. Then again, there could have been changes in the underlying code between 1.1 and 1.3. Or it matters where the tags are put.</

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I wonder how it got to 500 then? Without mods it is still at 500. I deleted the entire Data\English directory and redownloaded it all, so any core edits from Immersion mod which I've removed should no longer be there.

6 Replies 7,369 Views

My games seem to be starting with 500 Food Per Grain. Trouble is, even with Use Mods off, it has this. I have recently redownloaded all the files and directories from Data\English, and only replaced two - CoreQuests.xml and CoreRandomEvents.xml. What is the normal starting food per grain meant to be?

6 Replies 7,369 Views
Reply to N/A in FE Multiplayer

IMPORTANT: Primal please see this post: https://forums.elementalgame.com/448429/get;3400053

5 Replies 14,260 Views
Reply to N/A in FE Multiplayer

IMPORTANT: Primal see this post. https://forums.elementalgame.com/448429/get;3400053

12 Replies 9,766 Views
Reply to N/A in FE Multiplayer

The download method doesn't work, just produces browser code or somesuch. Downloading zip files this way produces invalid zips. You need to left-click on the link and then click on the download link, or with the case of plain XML files, you need to click on the link and then copy the code to a new XML file in the Mods directory. I suggest you make all your mods zip files, and change your download instructions so that you go to the Dropbox link you give and then click d

59 Replies 61,195 Views
Reply to N/A in FE Multiplayer

Primal, when you follow the instructions to download, it looks like it downloads browser code instead. You need to left click on the link and save all the code to a new XML file for it to work.

32 Replies 37,215 Views

Derek and Devs, could you make it so when you redefine an existing hero in the Mods directory, ALL properties of that hero are according to the redefinition? Currently, even when you redefine certain tags related to experience, including , it just does not work, and you have to edit the core files. Since you are already making a change for techs, it would be great if you can make a change for Champions too.

229 Replies 645,196 Views

They have the same ability as Butchermen and upgrades. When they finish a unit off (make it drop to 0 HP or less) they get another member, up to a maximum of 5 members.

7 Replies 52,302 Views

No, unless they've changed it, Clink results in 1 point of damage, and Blocked results in none.

8 Replies 14,637 Views

Thank you, Lord Xia. You were very helpful. =) ;-)

9 Replies 53,295 Views

Having a non-injured champion in a defending town battle does NOT prevent monsters razing it on a win, on CHALLENGING difficulty.

36 Replies 29,406 Views

[quote]Also, I noticed in a recent game that the Air Elemental Scroll costs mana to summon the Air Elemental. Why is that? If I recall correctly, Fireball Scrolls and Wellspring Scrolls do not cost mana to cast. I don't think the other Elemental summons do either. Seems like an odd ball in that scrolls are loot or purchasable items and should not require mana to cast.[/quote] Is it possible that a mod does this? I have the same issue in my games, Air Elemental and Burning Wr

229 Replies 645,196 Views

No, the problem was that any hero that is a core file AND is also redefined in a mod file does NOT receive any change to tag. I found this out by editing Heavenfall's Hero file and not having any hero files of my own, and it still didn't work. You can change the stats, you can change the traits, but the tag is not changed when you redefine it from the mods folder. HOWEVER, completely new heroes can be defined ho

75 Replies 78,516 Views

I have made a mod that gets round the restriction of certain tags not working when modifying core files from the Mods folder. I have created Mirror versions of the Quest and Event heroes that are practically identical except they have a different InternalName (so they are different according to the game). And I have modified the original CoreRandomEvents.xml and CoreQuests.xml files because they can't be edited from the Mods directory. The way I have created it is the

75 Replies 78,516 Views

Maybe this is why is not working when you change it to a "0", like I tried to do in a new version of my mod. I removed my redefinition and changed Heavenfalls UnitStat Library definition to include my new abilities (so there was only one redefinition of the heroes I was changing in my entire mod folder) - the new traits showed up but the behaviour did not change.

16 Replies 6,602 Views

I have come across another problem. Even when I edit Heavenfall's Unitstat Library file, it still doesn't work despite there only being one redefinition of each hero in the Mods directory. I don't know of any other mods that edit them. Parrotmath, I will need to see your version of editing existing heroes that works. Unless there are other mods that also redefine existing heroes, there is something really wrong.

75 Replies 78,516 Views

Okay, I have uploaded the new files (see first post). Now you only need to overwrite an original core game file if you want Wilbur the Elder Defender and Sir Kodrin the Rescued Mage, who are both from Random Events, to have the No Split ability as I have edited the CoreRandomEvents.xml file to change the existing Random Events in those two cases. Note when you install the CoS version of the I Wish To Serve mod you will need to overwrite a Heavenfall file so that my mod is compatib

75 Replies 78,516 Views