GFireflyE

GFireflyE

Joined Member # 4452479
140 Posts 2,588 Replies 1,369 Reputation

Just wanted to through this out there: When it comes to the binding attribute, doesn't it seem kinda frustrating that, other than the Grave Elemental, all the other creatures summoned...well...just suck?!?

22 Replies 22,721 Views

Good Morning Why can monsters (skeletons from the Night of Haunted Dreams) and AI caravans (Altar in the example I am experiancing) occupy the same tile (they both moved into the same time some several turns after the event occured)?

2 Replies 8,359 Views

I'm at a loss....but I'm no modder. While it's not a game-breaking bug, it could be that there are other aspects of animation and particle effect that you may want your custom sovereign to have....and you would not have the option of doing so...

21 Replies 14,186 Views

[quote who="cardinaldirection" reply="10" id="3364128"] Quoting Heavenfall, reply 9 I copied your xml, added the same XML I did above to the end, and it shows up on sovereign selection screen. What we have here may be a very obscure case of the XML having to be read in a particular order. I am curious if you guys can make this work by putting the xml at the very end of the unittype. Nope - repeated your test

21 Replies 14,186 Views

[quote who="joeball123" reply="1" id="3364083"]I think you've confused Economic and Trade Treaties. Economic Treaties create a trade route between the capitals, while Trade Treaties provide a direct income boost. [/quote] drat...you're right. Thanks for pointing that out.

2 Replies 4,043 Views

I think this is a bug... Whenever I receive a message from the AI to enter into a trade treaty, and if I accept, a road is built between the two capital cities. However, whenever I seek out to make a trade treaty with another AI and they accept, no road is built. What's the deal?

2 Replies 4,043 Views

Good Morning Okay, here's what I currently have for my custom sovereign. Made it inhouse and didn't do any fancy modding.. Firefly After long slumber, Firefly has been awaken by the events of the recent cataclysm. With n

21 Replies 14,186 Views

and it showed up in-game. @op, post your xml. [/quote] not at my game atm, so I'll post it tonight...as to the code however, I copied + pasted, overrighting the animationpack of my custom hero. Nothing fancy unless there is a line further down that needed to be copied too and I missed it.... Customer Sovereign code versus Premade sovereign code is all organized differently....items are in different order. is everyone here looking at t

21 Replies 14,186 Views

[quote who="parrottmath" reply="1" id="3363685"]Try using the OracleCeresaAnimationPack Might be something special defined in there to get the particle effect to show up. Heavenfall might know more though. [/quote] Tried the Ceresa animation pack. Also tried the Procipenee animation pack. Doesn't seem to want to show that magical partical effect...

21 Replies 14,186 Views

Very interesting... Couple of questions: - All these spells that the witch will be able to cast; I see that some are from the game and some are created. Are the created spells made so that are are castable from other magic sources aswell...or are they limited to only the witch? - cost 100 fame? Is there anything else in this game that costs fame? Seems pricey. - Is it your intention to make something similar for the Kingdoms? Thanks

6 Replies 12,261 Views

+1 Completely awesome! Will the AI be able to make use of these properly? Also, out of curiosity....will you be creating an emod for Golem's as well? Clay Golem. Stone Golem, Iron Golem ?

3 Replies 8,705 Views

Do you city defenders still disappear upon the second attack on your city? Cause, if so then that is definately on my list. In addition, AI city defenders should not be reset upon every attack on their city. Subsequent attacks within the same round should weaken their city defenders...aka....a memory of their HP and deaths should be tracked across each round. (same should be done for player's city defenders) Scouts set to be the unit that creates outposts. Pioneers should on

42 Replies 120,665 Views

Good Morning This isn't so much a bug as it is a missing feature. When Procipinee or Ceresa are selected in the sovereign menu at the start of a new game, there animation of an outstretched hand shows a particle effect of 'magic' displaying. When I create my custom faction, using the mage animation pack, it has the animation of the outstretched hand, but does not show any particle effect. I've been trying to copy over Ceresa's par

21 Replies 14,186 Views

[quote who="Kamamura_CZ" reply="56" id="3363544"]The 2009 movie was an incoherent, nonsensial trollop full of brainless action and story that did not make any sense. Gone are the days where Star Trek was about promoting the idea of diplomacy over brute force, clever plot setups and charming characters. Now it's just explosions, more explosions, shaky-cam and retractable katanas. For the sake of my sanity, I am skipping this one. [/quote] I found it to be better than the

90 Replies 214,048 Views

[quote who="N1ghthavvk" reply="3" id="3363494"]Well it was still a dragon. Even a level 1 Dragon is a thread due to flamebreath. (I encountered this in the scenario as well) [/quote] Why do dragons even start at level 1? I would figure that an 'out of the gate' dragon would start at level 10 and move up from there...

7 Replies 10,428 Views

[quote who="phazonfreak" reply="5" id="3363291"]there is also the lvl 5 fortress specialization called "Onyx Throne" that will decrease the faction wide unrest by 30. So one lvl 5 fortress can counteract the unrest penalty of 10 cities. I really like this mechanic because it makes city specialization and city growth much more important. [/quote] and if you ever lose that city... [e digicons]8C[/e]

10 Replies 10,927 Views

[quote quoting="post"]Thanks Stardock, having a great time out of the gate with this one! Has anyone got a bead on how the multiple city unrest penalty works? I've got 6 cities in the early game, and I'm now at 18 unrest penalty. I really have no clue as to how the mechanics work for this penalty (as I went from 5 to 6 cities, increased by 3), but this could kill my typical very huge kingdom, unless there's some way to coun

10 Replies 10,927 Views

[quote who="GFireflyE" reply="7" id="3362887"]I'm looking in the CoreMonsterUnitTypes.xml file and there it shows the Mirror Elemental having only 8HP, no matter what level it is.....from L1 to L20. I have now adjusted the value to increase by 2 per level. edit: looking at some of the other monsters, I have the feeling that the change I did the the hp isn't going to work... [/quote] Turns out it did work. So now every level up, the Mirror Ele

9 Replies 8,661 Views

I just removed the +1 attack from the swarm bonus. It much more balanced that way for the above aformentioned reasons.

3 Replies 10,952 Views

[quote who="halmal242" reply="5" id="3363094"]I wonder if the AI only settles if it has a spot that meets its AI defined requirements for a settleable spot for its initial settlement. [/quote] If this is the case, there should be an additional caviet: If the AI has not settled by turn 10, total priority is for the AI to find the closest location and settle.

19 Replies 20,555 Views

I'm looking in the CoreMonsterUnitTypes.xml file and there it shows the Mirror Elemental having only 8HP, no matter what level it is.....from L1 to L20. I have now adjusted the value to increase by 2 per level. edit: looking at some of the other monsters, I have the feeling that the change I did the the hp isn't going to work...:( I'm still looking to increase the percent damage the Mirror Elemental does: <UnitStatType InternalNam

9 Replies 8,661 Views

[quote who="SBFMadDjinn" reply="3" id="3362799"]I definitely agree about the mirror elemental being rather subpar. I don't think 100% damage reflection would be good though. Some units hit very very hard and it would be bad for the AI if it wasn't taught to use scouts to kill mirror elementals. I wouldn't mind boosting the damage reflected by some multiple though. You can keep it still based upon HPs, but maybe boost the damage b

9 Replies 8,661 Views

[quote who="phazonfreak" reply="3" id="3362820"] Quoting Nagumotheblue, reply 2 i can't find the real description which way the swarm mechanic works? An attacking melee unit gets +1 Attack and +5 Accuracy for each friendly unit adjacent to the enemy, indicated by the attack animation. Swarm does not kick in if you use a ranged or special attack/ability, only when using the standard right-click attack. [/quote] and in mine, only +5

11 Replies 13,925 Views