Xiwi

Xiwi

Joined Member # 4227712
16 Posts 60 Replies 9,180 Reputation

I found a similar problem, when allowing to design monsters.. for me the problem was there was a floating head around. The model for the monster did show though. Probably a conflict because of using model/skeletons and another model at the same time...

5 Replies 2,811 Views

[quote] When I want to load/save a tile in the Workshop, it would be very nice to have a bigger screen to scroll in so I can see more tiles in less time... and/or a text input to filter tiles shown. Don't make me create a pic to illustrate my poor explanation. The rest has been extensively mentioned already. [/quote] Actually add text filter support to load tiles in EVERY EDITOR of the game

127 Replies 53,528 Views

LOL, I would swear that wasn't there before xDD bugs in the forum? Her'es the full code that has been tested and works, the partial solution from initial post didn't work for me, although it should. Needed to correct the negative base damage again. [code="xml"] DisplayName,Description,IconFG,IconBG,IconCo

8 Replies 4,557 Views

I was editing the firebreath ranged attack (there are 3, this one, bows and catapults in RangedAttackSpells.xml) It was different of the rest of things, whose code I checked. I needed the base value to be positive or I would miss all the time. Having ValueOwner in multiple clauses, caused the max damage bug (in this case it didn't matter if the value was positive or negative). Working tested code part for the damage: [code="xml"] <Calculate Intern

8 Replies 4,557 Views

Not sure, I assumed it was for NPC level tech required for him to appear (Through the adventure/domination techs) NPCTalentValue, I can confirm, that upgrades the cost to recruit a champion testing it, wait a moment ;) confirmed, NPCSpawnRating is techlevel required for spawning him.

10 Replies 40,290 Views

I feared that, still I wouldn't want to get version 1.0 but the previous one. Guess it can't be helped and have to endure it and wait for things to be fixed. A further question then: Is there a way to disable the ingame suggestion to download last patch in the impulse version of the game, I wasn't logged or had impulse program started and it was annoying (was restarting game often to test mods and this always appeared so I ended updating)

3 Replies 3,799 Views

The purpose of this thread is to list most important stickies and posts in a single place. With the massive posting taking place lately after 1.08 patch it's becoming a chaos for me. Feel free to contribute with what you think it's important. last updated: 22/09/2010 <span style="text-decoration: underline; font-family: "impact", "chicago";

1 Replies 3,795 Views

I want to ask if there's some way to do this, because it sems many problems are tied to the new version and I'm lacking time to check those things to provide feedback. I recall some thread from official staff where they mentioned we would be able to uninstall every patch and effectively choose which version of the game we get to play. I guess uninstalling could do the trick.. or will the game default to last patch on reinstall? :o I would like to request this im

3 Replies 3,799 Views

Hmm sure, saw another thread that old mods about spells won't work anymore. This is caused by an outdated way of calculating damage in spells, Now it has a min and max damage tags and shards work differently, AFAIK.. Ok, gone off lazy mode and looked into lighting strike code for a quick example of changes Old Code: [code="xml"] Unit</ModType&

15 Replies 9,170 Views

Nice, looking forward for this being completed! :D Actually the bonus in MoM was 100% benefit, up to 200% (so a total of x3 normal spellpower from nodes) if you also had node mastery, IIRC. Maybe it was 4x, but I don't think so. You may want to wait for the mana system to be implemented though.

7 Replies 5,262 Views

Be aware that modding real life at this moment can cause problems in the space-time continuum, please ask nearest Q entity for tech support. Are you still experiencing issues after starting a new game/life again? reincarnation process will be patched on Monday. You may want to move to Matrix reality in the mean time.

15 Replies 78,276 Views

Maybe the second teleport spell, teleports all stacks in the tile? (when there are 12+ units in same tile they get split into 2 stacks). Has anyone tried it?

29 Replies 81,547 Views

[quote who="Sethai" reply="11" id="2774080"]Quoting KingHobbit, reply 10I like that no one should have magic except the sovereigns. If a couple things have a talent than I would be okay with that. if mana becomes global (as planned) and mana maintenance is added for summons, then this won't really be an issue anymore.[/quote] Keep listing the things you can't find on the manual, such an effort is to be admired ;) Just joking :P

36 Replies 25,953 Views

[quote]This thread can be a request thread for a better deeper storyline, and to add various ideas to possibly help make the next two books better. And lets keep it constructive and civil. And yes I know currently there are greater issues than a good storyline to be taken care of first and rightfully so, however when the time comes and all major issues are fixed I dont want to see the single player storyline get shafted.[/quote] Some ideas then: Smaller multiple maps i

42 Replies 26,475 Views

Ok thanks for the answer guess I'll have to look into it a bit ;) Hmm it seems the combination of opera+privoxy was keeping the text editor from working properly. Funny it did work perfectly in IE.. Hmm now it magically works without disabling it, problem solved. Maybe it was blocking something that needed to get information in order to work and not the text editor itself... Anyways if someone happens to

6 Replies 21,828 Views

Priority of this suggestion is low, because it only saves a bit of time and makes things more userfriendly. It would affect 90% of the modding comunity so it balances the importance of it. Add a button to load custom content again. This would be wonderful for testing mods.. Even a restart game button would be a slight improvement. Thanks for your attention!

0 Replies 3,159 Views

Regarding the master quest... I had the subquests all over the world,I had to explore the rest of the world to finish it and make some wars/alliances. Sometimes findings those subquests was HARD, also there's a bug triggering quests when equiping quest items, which made it more fun :P Since you can still turn off the offer to win after master quest, it feels the most interesting. It would be nice if the same applied to spell of mastery. It will be more interesting once the magic syste

17 Replies 14,556 Views

Simply change movement type to Air instead of Land when editing the unit and now you can go over water or mountains. Tested it and works and didn't see it posted so maybe it's not common knowledge. Air AFAIK there are no air units It breaks ship transporting if they get air movement It's a way to make amphibian units, I was tinkering with it to make my lizardmen mod :P You can al

1 Replies 1,758 Views

I'm using IE as a workaround to post replies, but would be wonderful if someone knows, what problem may I have and how to fix it... My OS is windows 7 / 32 bits. I prefer Opera to firefox, anticipating the probable answer, that I should be using it no matter what ;) Thanks ^_^

6 Replies 21,828 Views

Signed, However the initial request lacks any concrete statements so I'll do mine: Most importantly make joint tile battles work (every stack in adjacent tiles take part in the battle). This also helps in protecting caravans Make modding army sizes work properly, it has been mentioned there are problems Consider increasing size of armies in base game, here are some ideas Double army eventually with new conquest/warfare techs Make a

420 Replies 1,127,857 Views