mqpiffle

mqpiffle

Joined Member # 4257179
111 Posts 1,891 Replies 4,170 Reputation

btw to insert an image upload the image to an online image sharing program like imgur or photobucket . Once you've done that copy the direct link to the image (url.) Then when making a post click the little tree symbol where you want to put the picture then paste the url into the popup, and voila.

15 Replies 28,628 Views

Oh! I see what you're pointing at now. Yeah ok...I'll fix it, although it's strange that I have no problems with the spells when SW is loading. Anyway, you're right.

169 Replies 442,392 Views

In response to your screenshot, no, rotm_SW is a folder and rotm_Abilities is a file - they are not the same thing. I don't have to refer to the rotm_SW folder, or any folders but Gfx for that matter, in the configuration.femm. Instead I list every xml file so as to allow somewhat more modular behavior; for instance you can easily disable certain spells you don't want included in your gaming experience without cut and pasting or deleting chunks of code. This is

169 Replies 442,392 Views

Ok I'll have this fixed for the next version. edit: Just looked at the configuration.femm and everything looks ok to me. Did you have the Mod Manager erase all of the old files in the Mods folder when you installed the new version? I have a sneaking suspicion that you have both rotm_CoreSpells.xml AND rotm_CoreSpells_SW.xml in there... Actually, now that I think about it if you have both mods installed your going to have two files trying to compete to change a couple o

169 Replies 442,392 Views

In my experience, this is usually seen when the game map is tilted to a low angle. Then there is a disconnect between the cursor location and the tile it is visually 'over.' I think the cursor actually points to a fixed spot somewhere above 'sea level', rather than on the surface of the map itself, and doesn't adjust itself for the elevation of a particular tile. Thus mass confusion ensues. I've only ever used the game cursor.

221 Replies 588,650 Views

[quote who="baddl" reply="21" id="3308232"]Stardock is the most unresponsive company I know.[/quote] Go on the 2k forums a couple of times and see what unresponsive really is. [e digicons]:thumbsdown:[/e]

61 Replies 67,911 Views

[quote who="ben_sphynx" reply="3" id="3308268"]It's never done anything, there is nothing that defines it as doing anything in the xml.[/quote] This doesn't mean anything. It could be hard-coded.

4 Replies 2,585 Views

[quote who="Kongdej" reply="80" id="3308250"] - Having the build menu open right when you click the city is counter-intuitive. It means double-clicking your cities will make them build strange buildings strange places. - Why can you not queue research?[/quote] Good calls.

221 Replies 588,650 Views

[quote who="Heavenfall" reply="5" id="3308204"] Quoting mqpiffle, reply 3Is announcing future announcements really an announcement? I'm announcing that it is.[/quote] So be it. The announcement of the announcement has officially been announced. [e digicons]:banhammer:[/e]

6 Replies 8,124 Views

[quote who="mqpiffle" reply="31" id="3307683"]Among other things which have oft been mentioned: 1. Complete overhaul of diplomacy, including choices, AI, and UI. 2. Complete overhaul of the taxation system. In fact I would rather it disappear entirely. 3. Complete overhaul of city levels 2 - 5. I should want to build tall cities, in balance with more cities. 4. More tactical options : Allow us to somehow decide where units will be placed

221 Replies 588,650 Views

[quote who="Borg999" reply="6" id="3308061"]Also while I'm thinking about it, Tidal wave is just about the only spell that I'm aware of, that can cause colateral damage to allied units. Even fireball doesn't have that negative effect....[/quote] ?? Sure it does. 1

13 Replies 6,382 Views

[quote who="Frogboy" reply="59" id="3308067"]I am very surprised at how many are feature requests. There are threads in which people state, as if it's a fact, that FE is "gane breakingly buggy" and so I was kind of hoping this thread would list some of these bugs since we don't find FE to be buggy.[/quote] I think you're mincing words here, Frogboy. Poor implementation, even though it's not 'bugged' per se', is still very, frustratingly annoying (ie d

221 Replies 588,650 Views

[quote]Pioneers cost 30 population when trained[/quote] Meh. Y'all need to do some coding so that the population is spent when the city is founded. An outpost should not cost 30 population. Not all of the game's issues can be fixed though xml tweaks.

82 Replies 257,012 Views

[quote who="Kongdej" reply="2" id="3307454"]I think the heroes wound system is added so you don't "lose" your game because of one unlucky battle, you don't have to be strict when playing with your heroes and you can take some chances without losing it all.[/quote] Actually, the immortality of champions and injuries were introduced because the AI would be at a distinct disadvantage if they died permanently. Savescummers generally tend to reload no matter how minor the i

12 Replies 50,664 Views

I know a weird problem was reported to Heavenfall about a similar negative gildar glitch and he thought it might be related to Stormworld. I can't think of anything I'm doing in RotM that would cause a bug like this. Keep me posted though.

169 Replies 442,392 Views

[quote who="AlLanMandragoran" reply="34" id="3307714"] Quoting Frogboy, reply 8 On #1 that is by design. Brad - as a player this is an unfuriating design decision as it's nonsensical and kills the fun. I had a game once (Sean's mod) where one spider attacked my city and all my militia plus defenders showed. Right after that a full stack of spiders attacked and only my defenders showed. I lost no units in the first battle - it made no sense for the militia to

221 Replies 588,650 Views