Ah, I see! Thanks!
King_Felix
Hi all, will this work? Added to a sword for example. [code="xml"] Unit &n
I'll just say - great tactical battles. That alone is worth it.
Double post, sorry.
The problem is simply that things in mod folder don't overwrite the core values. If that was true, then I'd say the game is indeed quite modable. And nobody can convince me that this is working as intended. So it's either too much fuss for Stardock to fix that or they simply don't care. Don't let me start at cartographer which is bugged as hell (rivers, anyone). I really doubt Stardock uses that as base for creating their maps. Things like t
Well in CorePlayerAbilites you have: Traits The amount of traits this faction can support. FactionAbility_Traits.png 0 4</DefaultValue>
I hope they keep the tactical battle system or at least not change them much. Especially sieges with many units were really exciting. That's what I miss in FE - tactical battle depth. I know that's not the way Brad envisioned FE, though :-(
Well, thanks for the link. Actually, AoW SW is a very dear game to me and some of the maps and scenarios made by the community are great.AI could be better, but that's the fact for FE as well. I like FE alot, especially the modding simplicity. I also believe Legendary Heroes are a step in right direction. However, I'm sorry to say FE hasn't been able to grip me in such a way as some SW games. And I hoped it would. So if
Great questions! Indeed, it would be nice to know how the changes will affect mods.
Hi. CoreImprovements.xml is the file you need. Here is the example for Binding (Resoln). Best thing to do would be to create a new Ability, new Improvements (shards) for that ability and connect that ability to the faction you want -> i.e. give the ability to the faction. That way you wouldn't modify core game files. &nb
It actually fairly easy to mod that if you want to try. Just find CoreRandomEvents.xml in the data/english directory of Fallen Enchantress, copy the file to /mod directory which is located in users/my documets/my games/fallen enchantress folder and then change the trigger chance. ;-) Oh yes, after that don't forget to enable mods in the game.
You have this part of code in each pioneer unit in coreunits.xml: Resource Population <V
Race Editor is the first step and it makes it VERY easy to create a new race. The most important thing is, it will link a bunch of units (that you can choose) to your race and assign the same trait (Blood trait) to them. After that, you can edit the Blood trait in any way you want and it will be applied to all the units already connected to that race.
Yes, you can change the color. About the look - not easily except the size of the unit. Please take a look at this example, I did the similar thing and created a new race, faction and units (the newly created Iron Golem should be in the units file for the new faction). color and size definitions: 70,80,100,255 1.3</TacticalModelScale>
It's relatively easy to add new monsters in the sense of names/abilities, but much harder to make models - I believe Heavenfall is the only one who did that kind of thing.
Use this: https://forums.elementalgame.com/433305 Race Editor helped me immensely because it does the hard work for you and that is adding starting units to your race. After this just add the Blood_ trait in core abilities of your race.
Is it possible to use UnitInstance in a way to determine allegience of the spawned creatures? Specifically, I want to make a spell (similar to Shadow World) that would create Goodie Hut that will in turn spawn creatures -> ok this is easy and it's what Shadow World does. Now, I want to have those creatures join a specific faction when created. So, in essence the Goodie Hut would spawn creatures that are members of a specific faction. Is that possible? (C
Hi. 1) It depends. If this was just a wandering monster, new one should not spawn just because you killed this one. If this spider came from Albino Rock Spider's Lair it's possible new one will respawn later, it's hard to tell without knowing what kind of lair it is. Though I guess if this was a solo spider no new ones will spawn,since usually they spawn by 3 from that kind of lair. 2) Empire v Human -> various races of Men are King
1. Diplomacy 2. Some love for Cartographer. Mapmaking is buggy. 3. Pathfinding 4. Tactical combat (sieges) 5. More variety in cities (more buildings, more options)
The Illearth War A mod based on the work by Stephe
More quests are always welcome and the contest would help to perhaps create some common quest repository at last. I'd say, if we can get SD as judges - great, but if not I believe modders with most contributions should take that role -> here I'd list Heavenfall, sean3, Parrotmath, Murteas, ImpInc...
Actually, Quendar Blood will only give +50% against Fire and -50% against Ice. [code="xml"] TrainSlaves [/code] is a Quendar Sovereign trait, while [code="xml"] SlaveLord [/code] is Quendar faction trait. You could add both or neither to either a Sovereign or Faction
[quote who="halmal242" reply="5" id="3296863"]Aye but I was attempting to describe a different type of spell sysem similar to a traditional D&D system where a mage has to go out and buy or find all of his spells not just get freebies when he reaches a new skill. Skills would be associated with special moves not stat boosts.[/quote] Well you can mod it - for example in CoreSpells.xml you will find generally two "versions" of different spells - one that is unloc
Thank you! Helpful and fast as usual:-)
So, I change the unit's TacticalModelScale (changing ModelScale is probably not necessary) and as a consequence in the description screen I see only lower half of the unit :-). Basically, I changed some champions to represent giants but this doesn't look good in unit design screen. Is there a way around this?