kosiam

kosiam

Joined Member # 4287402
5 Posts 50 Replies 5,103 Reputation

[quote who="taltamir" reply="20" id="3285662"] Quoting kosiam, reply 18I too do not like the fact a group of elementals or a dragon can come from no where and raze your city. Especially early on when your Sovereign is around level 6 or so, you can not do anything about it. I personally consider the tactic of kiting to be cheating, as it simply exploits faults in the AI. This isn't true, kiting exploits having higher speed not faulty AI design. There is absolutely noth

41 Replies 54,448 Views

I too do not like the fact a group of elementals or a dragon can come from no where and raze your city. Especially early on when your Sovereign is around level 6 or so, you can not do anything about it. I personally consider the tactic of kiting to be cheating, as it simply exploits faults in the AI. A more sound solution would be to forget about making a 5 turn wait to raze, but instead have the mob trash a random number of buildings and base the number on the mobs hit

41 Replies 54,448 Views

[quote who="Heavenfall" reply="8" id="3285586"]If you set a prereq unitstat it is always >=. [/quote] Really? I figured if I tested for 1 then an actual value of 2 would fail...thanks alot and back to fixing this up now :) edit: If I use the same internal names from CoreAbilities in my mod file, and put two different prereqs in two different sections, will they be added to the originals, or are they viewed as replacing,

12 Replies 14,139 Views

I play on Epic also due to the problem that research comes so fast otherwise that you can not keep up with the building and put out troops at the same time. I know I could just forget about building available buildings until I train a unit or two, but there is the feeling that it would equal my doom because 1 of the enemies *is* building up his towns and in the end will be able to supply troops faster. And, like the OP it didn't really feel right so I copied the defs file to my mod folder

6 Replies 10,255 Views

[quote who="crimsongekko" reply="6" id="3285560"]I think you should reconsider point 1. of the changelog, all the rest sounds very agreeable but this one is a big difference which is definitely debateable. I'd separate it from the rest [/quote] Are you talking about the movement or regen?

13 Replies 14,123 Views

[quote who="Heavenfall" reply="6" id="3285553"]Why not adjustunitstat?[/quote] I need the value to be 0 or 1 only and since I allow multi-paths, if I use adjustunitstat it goes to 2 or more. I want to be able to test for a 1 there (path has been chosen), no matter how many paths or which path. I am thinking maybe that BoolVal1 thing could fit but haven't figured it out either. I could do this if I could figure out how to test for value > 0

12 Replies 14,139 Views

[quote who="crimsongekko" reply="3" id="3285304"]nifty little ruleset tweak you've got going on here! I'll have to give it a try after you release 1.0.1. [/quote] Thanks, and good to wait...just figured out why most of the things are not working correctly, thanks to Heavenfall. Will try to get it released NLT tomorrow.

13 Replies 14,123 Views

[quote who="Frogboy" reply="10" id="3284628"]I'll see about making it an option.[/quote] I always vote for options rather than replace. Makes it more user friendly.

48 Replies 78,836 Views

too tired to start it up, bed time, BUT... Completely awesome that fixes are available prior to official patching! This is how support is done.

48 Replies 78,836 Views

Very much like your mod so far, though I haven't played it enough to comment on balance. I wonder if it would be possible (this is for all readers) to give us a 2nd row of hotkeys in the UI?

169 Replies 441,916 Views

Now working for the most part!!! Latest release is on 12-24-2012 and is version 0.9 (rolled back to indicate beta) Documentation below may not be totally accurate but most is still correct. Let me know what you think, and sorry the first version didn't work very well at all. I've begun seriously modding FE over the holidays and have some nice changes made so far. At least I think so :P If you would like to try it out and comment, I would be extremely thankful a

13 Replies 14,123 Views

[quote who="sweatyboatman" reply="11" id="3282776"]Can we sticky something that says "just because you happen to witness a fluke event does not prove the AI is cheating." The monsters chew up and spit out the AI. Most of the time it happens behind the fog of war. Sometimes it happens somewhere you can see it. And occasionally it happens to the player. Just hit Ctrl+N and try again. The #1 basic strategy you need to learn is that you need to settle plac

112 Replies 207,432 Views

[quote who="Heavenfall" reply="5" id="3282357"]I don't know if winmerge has it. Maybe this can be of help https://forums.elementalgame.com/434443 [/quote] +1 Karma for that, nearly exactly what I am looking for!

5 Replies 9,721 Views

[quote who="sirmathmansir" reply="2" id="3256301"] Quoting Aerion Istari, reply 1How will it handle nodes or tags that don't exist in the original? If a node exists in the change file that doesn't exist in the original, a new node will be created in the merge file. Remember that a unique node in this case is defined by its name, place in the hierarchy, and any attributes it might possess. Quoting Aerion Istari, reply 1Will it comment out any replaced t

3 Replies 5,594 Views

[quote who="Frogboy" reply="80" id="3282641"] Quoting jshores, reply 76 Quoting Frogboy, reply 59 Quoting Wizard1200, reply 56Fallen Enchantress has, in my opinion, the huge problem that as soon as you change the core files the mod is not compatible with the next patch. That is the reason why i stopped working on my mod. The long-term solution is to NOT modify the core files put instead replace the core files in the mods directory and have the game use those instead.

96 Replies 314,985 Views

[quote who="JSchoeck" reply="1" id="3282298"]The very excellent free software Notepad++ ( http://notepad-plus-plus.org/ ) has a useful compare tool.[/quote] /facepalm ... I've used notepad++ for years and never noticed this...just checked it out and it IS nice. [quote who="Heavenfall" reply="2" id="3282317"]I use winmerge for this purpose.[/quote] I will search that and check it out, thanks. Ok winmerge looks nearly the same as notepad++ as far as com

5 Replies 9,721 Views

I spent quite some time modding my installation folder ( necessary as supported by this thread: https://forums.elementalgame.com/434780 ) and when 1.02 update appeared, I gathered all files I modded, replaced them with originals and updated. Now I face a major problem, namely trying to determine what was changed in the updates and add them to my files, OR try to determine what I changed and edit those into the originals. It seems t

5 Replies 9,721 Views

[quote who="Glazunov1" reply="5" id="3282275"]So could this be used to test to see if a player had a certain race, and if so, launch a quest that would give them an opportunity to hire a specific champion?[/quote] I don't think so, afaik you can only use things as they are ( copy & paste pretty much ) and can not mix and match. The BoolVal1 tag was with CityHubs and I doubt they work with units as targets. (though there may be other places I didn't find) I would th

5 Replies 5,478 Views