Dammit. Thanks for confirming though. Re. your workaround, not a bad option... in fact I might even be able to cancel out the bonuses... so if you don't have the unitstat the opposite effects are applied.. Hmmm that look like something like this maybe... Unit AdjustUnitStat UnitStat_WeightCapacity<
abob101
That's great Frogboy would be great to see it fixed [e digicons]:thumbsup:[/e]
Hi all, I'd like to be able to restrict a particular item (could be any item but it's a horse i'm trying it with currently) so it is only usable by a character that has a particular ability/trait. Basically the scenario might be something like: - create a new item which happens to be a mount called "Wild Horse" - create a unit level ability "Ride Wild Horse" that when selected allows the character to ride a "Wild Horse" - although
Evolve FE, by all means don't call the next incarnation "Elemental" anything if that helps from a marketing perspective, but keep the core things that make FE unique (several have already been mentioned). I really don't see the point of cloning something that has already been done, FE has a unique blend of 4x, strategy, tactics and rpg that has huge potential. It's all headed in the right direction no need to go off on a big tangent now.
Yeah thanks mqpiffle, I've actually had a go at that.... tried to get a sword model from blender into the game... seemed like I had done everything right but my trusty sword just wouldn't show up :-( Regardless what that info doesn't cover is how to get a hkb model from FE into Blender (it only covers Blender to hkb), which is what we ideally need to be able to do (I believe HF has done this with Maya though). The problem is the tools in that post are kinda one way e
Dangit, I thought the answer might be something like that. [e digicons]:([/e] Shame the hkb format can't be imported into Blender somehow. I can't really do 3d stuff but I'd have a crack it it if I could try it for free. Thanks guys.
Hi all, Anyone have any ideas how/if it's possible to have an item that triggers an ongoing particle effect while it's equipped? I know this can be done with some weapons such as the burning axe, it seems to have something specifically setup in it's model though maybe to allow the effect to be attached (Effect_Loc_01). I'd like to be able to to a similar thing for other items, eg. the ring of superflames might play a fire type particle around
Yep can't.. bit of a bummer. The knives who can still throw... it's an ability, look under skills down the bottom there in the tactical bar and there should be an option to use the throwing knives (assuming you have them equipped).
[quote] Yes I have the DLC. This was a random map though. [/quote] Yeah just curious because they added some new stamps for random map to the DLC. I wonder if there was no 4 base essence until the DLC.
Hi all, At the risk of being run out of town, though I might just through this one out there... a suggestion (to Stardock) and for general feedback on what I think would be great things to focus on in the next couple of patches. This is stuff i'd personally like to see but also fairly common things that are mentioned here. For all we know some of this stuff is already being worked on (here's hoping), or being improved in the expansion, or will never be looked at fo
There is some really good suggestions in this lot, nice post Darxim. Hoping the lads at Stardock will have a good look at this. I like Ambermonks suggestion about devoting a patch just to UI stuff, not a bad idea that.
Good spot, thanks for the heads up AlienFromBeyond and Furibar. I have just corrected my local copy of the Corrupt Ability (Weakness). Unless I am mistaken the entry should now look like this for those who would like to update their copies and aren't sure what to do. Modify this entry (see the bold bit) in the AddFactionTraits.xml file. Player</Ability
Do you have the Map Pack DLC?
I believe it only affects the closest one, but not sure how you can check exactly which one. Someone will probably clarify.
Sweet that did it thanks. Funny this was I copied the... bit from SummonShadowWarg... it has something similar. Oh well it works, cheers. [e digicons]:thumbsup:[/e]
Hi all, I'm having trouble getting formatted descrptions to display the right value for some spells. For example I've got a spell that I want to cause 4 + (half casters level) poison damage. This is the GameModifier: Unit DefendableDamage UnitStat_Attack_Poison <
Are you using the "slim" version? Checkout this post: https://forums.elementalgame.com/434518/page/4 There is a link to a slim PDF version in original, download it locally and try it. I find it's still jerky to scroll through but it's about as good as it gets I think. There's also links to a spellbook adn online Hiergamenon in that post.
[quote] However for 1.30: Ceterum censeo - individual movement points per unit is a must have. [/quote] This one has only just started to annoy me recently... didn't bother me so much at first but lately it's driving me nuts... can see why it keeps getting brought up now. Would be great to see this one done in the near future.
Ah, good work HF! Just tested, well you *can* actually get it to work if you add an entry to elemental.str, eg in my case this: [JB_CultSerpent_Influence_Description] Foobar. And you get this: However doing that would break my rule of editing anything in the install folder. And I presume it would be a bit of a no no it terms of support, and pro
Further to this, any ideas why I get this "String not found"? Can't figure how to get a description in there... I have tried setting a for the resourcetype but that doesn't seem to be it.
No idea, can't think how it would be possible... I agree though would be great to have.
OK cool fair enough. Oh well hopefully they had a good look at it and have sorted it out, they obviously did something as stated in the pre-release notes. Lets just hope it's resolved.
[quote] try friendlyunit spelltargettype with a range of 0. [/quote] tactical, and this works! I thought with range=0 you would still have to select the unit to cast the spell but that does not appear to be the case, it automatically casts when you clock the spell. Fantastic, thanks! I reckon there is a bug though, abilities like Berserk have a particle specified that I don't think plays.</
Brad posted this: " Fixed bug where AI knowledge trading didn't always reduce tradeable knowledge" About 1.2 here: https://forums.elementalgame.com/439150 So i'd say hopefully that the fix above, and maybe reducing the KnowledgeFromResearchPercentage to .1 as it sounds like it should be, will resolve this issue.
Hi all, Just spent hours on this and I would appreciate someone confirming i'm not going nuts. I have a spell I'm creating that has target of "Self"... and it seems that when you do this the particle effect doesn't play... if you set it to friendly unit and cast it on yourself... particle shows fine. When set to self everything else seems to work fine, the animation, the sound, the effect... just no particle effect. Has anyone else noticed this, or am I