dangerlinto

dangerlinto

Joined Member # 4502282
16 Posts 172 Replies 373 Reputation

[quote who="BernieTime" reply="222" id="3381296"] Quoting dangerlinto, reply 221 Quoting parrottmath, reply 219 Quoting BernieTime, reply 218 Quoting StevenAus, Yes, except use FireMana instead of FireMagic (the resource name is FireMana) None of the suggested methods work, sadly. Did you use the Attribute FireMana? Initially I mistakenly stated the variable as FireMagic (woops)[/quote] Yes. I tried

844 Replies 1,923,976 Views

[quote who="parrottmath" reply="219" id="3381243"] Quoting BernieTime, reply 218 Quoting StevenAus, reply 217 Thank you very much for your help, that's what I wanted to know, thanks! And just so it doesn't get lost, it would be great if a modder could reply to Reply #214 too. If I understand the code you're working with, You're creating an item that gives +4 Fire Attack when equipped. The following cod

844 Replies 1,923,976 Views

Adding Shard power from Items I've been trying to make items that provide an appropriate shard power amount (like a shard would provide) by the method (if possible) is eluding me - here is what I have: Item [code="xml"] Mox Ruby This rare gem

844 Replies 1,923,976 Views

You have to pick your spots. Remember there is a minimum Tile Yield for it to even show up. So you have to do it near some resources. It could be a little clearer, but save the game before you do it and you can figure it out pretty quickly. At 200 mana its a lot, but sometimes it can come in really handy.

22 Replies 26,176 Views

I made a post about this just yesterday https://forums.elementalgame.com/440686 With 1.3, there seems to be some crazy cap at 9 total. The Halcyon days of finding anything but cookie-cutter city locations are gone..

7 Replies 6,344 Views

I've modded several things in the game to produce more yield on most fertile land (mostly by upping the essense yield - seriously, what with a +1/essense spell when it's so rare you even find a 2 essence tile. However, in 1.3, I'm noticing if there is a particulary crazy amount of essense, I'll see a 4/0/5 tile... which then made me Ctrl+U the map and find that NO tile had more than 9 total yield in it. I couldn't find anything in ElementalDe

24 Replies 35,300 Views

Just waiting until I can get a hero with Path of the Warrior - stupid playthrough gave me only admins at the low level and I raced to Heroes (on epic pacing, this is not much of a race) to get Naddi Arena recruited. I'll get out how the new POTW works out probably tonight. I've also moved Sweep out of POTA and into POTW because it made WAY more sense in there.

5 Replies 5,658 Views

OK - So I've gone ahead and did all the leg work and something is just not quite right. So lets say instead of the Burning Axe doing 9 cutting damage and 2 fire damage, you want it to do 9 cutting, 1 fire, and a further 1 fire damage for each Fire Shard you control. here is the XML I used Burning Axe Changes (i've marked the only change other than the stat change from 2 to 1 on the fire bit) [code="xml"]

11 Replies 8,388 Views

[quote who="Heavenfall" reply="1" id="3270189"]perlevel is a boolean. If the value is 0.5 it will get 1 hp every 2 levels, not sure which way it gets rounded though you'll have to test.[/quote] Will try it and let you know. Have to get through this playthrough first though.

5 Replies 5,658 Views

So I'm looking to make an adjustment to the Path of the Warrior, whom I feel is slightly undervalued compared to the Defender, and I'd like to give them more hit points. However, in terms of balance, probably +1HP/level is too much. So the question is how to give them either a 0.5/Level or +1 HP every TWO levels. Is 1 a boolean value? I'm guessing so since I see no other value than 1. Or can it be made to be <PerL

5 Replies 5,658 Views

There are a couple of mods in the Modding section which makes the fertile land a little more accessible, and a little more... fertile, for lack of a better word. I like playing this way more - I think SD took it a little too far - often, even on fertile, the random map will put some faction on a plot of fertile land where the next spot is behind a vsat tract of water & mountains as is not only very far away, but inhabited by monster sure to squash them.

17 Replies 15,896 Views

Probably too hard to mod in, but it would be appropriate if the POTG heroes got experience from some/all of the following: Leveling the town they are in (travellin' governors - weee! Creating a Wonder in the town they are in. Extra XP for winning a battle in the city and/or that city's territory where another Hero is not part of the battle. XP from any battle you win in which a Hero or Sov is NOT present. Rushing a building.

58 Replies 134,305 Views

[quote who="ntino" reply="16" id="3269411"] I am surprised that you consider this a rant rather than objective criticism as I was really going for the latter(yet you say these very things have all been mentioned - surely in an objective way?)! [/quote] I agree with many of your points - others demonstrate a small sample size of the games abilities. Essessentially, at the heart of your complaint is that the heroes and RPG elements in the game have little to

79 Replies 213,157 Views

Man - I can't believe I missed that. I must be getting old (heh - or in the case of XML, new). I'll get that fixed up tonight.

11 Replies 8,388 Views

Even with moving this to a spell def, things are very odd with the Calc. Consider the below: [code="xml"] Fire Damage Shard Does %d Fire Damage T_Slow_Painting.png &l

11 Replies 8,388 Views

[quote who="Heavenfall" reply="6" id="3268534"]Ah, I assumed you were already doing it from inside a spelldef. That is the only place where calculations like this work (and some improvements).[/quote] the problem with having it in a spell def is you can't use the calculations based on simply equipping the item. For example, if you want to give 10 Fire Resitance on an item for every Fire Shard, you are SOL, as far as I can tell I hope Sta

11 Replies 8,388 Views

[quote who="Heavenfall" reply="1" id="3266113"]Use CastingUnit, it will do what you want.[/quote] After several attempts on both armor and weapons, this is incorrect. I've added something like this to a weapon [code="xml"] Unit &

11 Replies 8,388 Views

[quote who="Heavenfall" reply="1" id="3266930"]/mods/GFX/ [/quote] Thanks Heavenfall. Another thought - essentially in the end what I'd like to do is to mod the entire CoreWeapons, CoreArmor and CoreItems XML (mostly the first two) so that most goodie huts and lairs don't give out the same crap you can get by simply researching through the Warfare techs - I am seriously tired of leather armor ;) . I assume that if I

3 Replies 3,377 Views

I've made several new items and icons for those items, but putting them in the mod directory doesn't seem to work in game - the itesm come up with a blank icon. Is there a special folder in the FE documents directory outside the mod directory where I have to put these files?

3 Replies 3,377 Views

[quote who="Heavenfall" reply="1" id="3266113"]Use CastingUnit, it will do what you want.[/quote] Nice - seems like someone got a little lazy with their semantics! ;) It would probably better serve to be called something else - though to be fair a more generic catch all term escapes me at the moment so I might have just left if I was in the same situation too! :)

11 Replies 8,388 Views

I thought I'd chime in and mention how much I like this mod. It's actually fun building cities with this!

73 Replies 260,850 Views

So I'm looking to make some armor (and probably some weapons later, too) that gets better based on the number of Elemental Shards you own. However, I don't see a way to make the calculation based on that criteria. For example, in a spell, you have something like: [code="xml"] [/c

11 Replies 8,388 Views