Ah. I'm beginning to see it. It has something to do with the density settings for NPCs, quests, resources, and the like. I suspect that if you set the density settings very high and reach MaxObjects per sector counts or some sort (this limit might also be governed by DistanceBetweenObjects), StartPositionHasResource silently fails. I think if you open up ElementalDefs and play with the various game settings, or pick very low density ones when you play, it will make the res
joekraska2
Well now we're talking about the map editor. Its current state is indeed dismal, and you have to have the patience of a saint to undertake an serious map making endeavor.
>No, the radius tag is not ignored. I tried this out myself, and it is working properly. But a radius of 3 allows the resource to be placed outside of initial sight range of your sovereign. Yeah. But, sadly, not there for either my mod, or Heaven's. Very strange. Has anyone seen any interactions in the past that make it not work?
You mean the Radius tag is ignored?
Honestly, I dont' find it to be an issue, per se. What would be nice (for modding) is if the game started _faster_. Now if we want to talk about genuine issues, we'd need to discuss the Map Editor. Egads.
> Check out the Dragonkind sovereign trait for lizardmen, it works in vanilla 1.12. Yeah. The first thing I did was do a findstr from the command line and found the entry in the lizardmen base traits. Second thing I did was start a game as Lizardmen. This didn't work, so I revved back to the 1.12 .exe. That didn't work either. My environment is heavily modded, including CoreMaps and TerrainTypes; this is from the ECOMental mod, IIRC.</p
Hi, Heaven. This appears not to be working. I even tried creating some Lizard Men, to see if the unmodified Storm World stuff worked, and it doesn't, using Brad's recent enhanced AI .exe. Can you confirm? Edit: reverted out of brad's AI .exe and tried vanilla. Doesn't work there, either, for my sovereign or for the Lizardmen.
Hi, Heaven, when you say 'These types of modifiers have to go into the sovereign's traits for some reason,' what do you mean? I was curious to see how it worked, and so I tried the GameModifier directly on the sovereign as well as attached to the AbilityBonusOption of an AbilityBonus, and neither worked. Do you have an example of working code you could show? I think this would be a nice way to always make certain that all the sovereigns are within a certain distance of a specific
> Under most circumstances, unprotected archers vs. mounted cavalry... I'd bet on the cavalry every time. Well, since we are talking about history, I'll note that at that specific period of history the English were damnably good at protecting their archers, and the continental locals were damnably good at being goaded to attack those well protected archers. Anyway, back on your speficific subject, the cavalry charge wasn't really ever considered obsolete until the inven
Re: the window behavior. I am not sure what led to the decision to have the game be the way that it is, but this is a standard of Windows applications that should not be violated. I'll forgive this currently as a technical artifact of the game's current implementation, but it's clear to me that this is a bad decision, and this decision should be changed. As a general rule of thumb, if one finds yourself branching out from Windows standards and doing something extremely unu
Check the process table and see if the game is stuck running. If so, terminate it. After that, open up a CMD prompt, CD to the directory with the FallenEnchantress.exe, and run it by command line, If that doesn't work, probably a bad download.
I admit that after playing around with TileYields quite a bit, it's unclear to me what makes them show up on the map, and I can't say that they do or don't always work. For example, I attempted to make cliff/beach tiles have yields, and that didn't do a thing (visually, or on mouseover). And yes, I know that there is a setting you have to set in the environment section to make the yield go active...
I think it's just a copy paste thing, and it's the "hard way" of summoning a city archer party twice.
I did this, too. What appears to have happened is that the ground is cosmetically flat, but logically still mountains. You can tell if you hover the mouse over the terrain, and look at the terrain info on the mini map. My game is modded. Is yours?
Hi, I was toying around attempting to add resource values to Hills, MountainSide, Cliff, and other terrain features. This appears not to work. For example, I have added this to the Hills TerrainType: [code="xml"] Resource TileYieldMaterial
See here: [code="xml"] 1.0 4.0 45 <
I am not yet certain, but I have tried checking "randomize player starting locations," and then unchecking it. I do this even though it's not checked. So far this has worked, I'll post an update here if I get a problem with using this strange method. Stardock would likely wish to know about bugs in the editor, but just wants everyone to be patient with them while they slow roll it.
Thank you for that. For elemental defs, you wrote: " another container that requires you to copy all the contents of the files if you wish to mod a single one. Most tags in this file should be treated like a top-level node. " I understand the first sentence well enough: it seems to be saying that if you want to mod elemental defs, copy the entire file (or modify it in place), however the second sentence says that the tag can be a "top-level node." What did you mean by this las
Hi, Under which circumstances is it safe to override a core file by exception. For example, can you have a single mod that overrides elemental defs like this: [code="xml"] DisplayName DisplayName
Hi, While working on a new map, I saved it, and reloaded it (by exiting the software completely, and restarting, then reloading). When reloaded, there were strange random starting locations spread all across the map, including in the ocean. There were also random wild lands spread randomly across the map (perhaps roughly one of each possible wild land). This is very odd. Does anyone know what causes it? I would like to avoid that. I know how to manually strip them out
I looked around using findstr on the XML files, and could not easily find an answer. However, I'm not really sure that adding a single militia unit will do very much for you. If you really want to change the defensive balance of the game toward cities, it might be best to override the various militia unit types and increase their strength.
So, when I save a particular map that I have, the map editor generates about 28,000 Master_Quest and Burning_Lands tiles in the map file. I can see this in the XML, when I read it. This causes the game to hang. when I delete these entries, reload the map, and resave, it puts them back in. Tis a strange bug. I believe from reading the other map.xml files with the game, this sort of outcome is unexpected.
Hi, I am able to successfully find and open the zip file containing a crash log for FE. I am wondering if it is possible to put FE into a detailed logging mode. My game is crashing on load of a custom map I just made, and I suspect that the problem may be that one of the goodie huts or other features that the map editor lets you add to the map itself has some sort of implementation problem. I would simply like to know which asset this is, so that I can remove and not u