[quote who="Heavenfall" reply="3" id="3264029"]I think it's a discussion of whether they should go for a high-cost very flexible system, or a low-cost inflexible system. If they keep adding different XML tags (not that they have added any requested by modders btw) then each new tag has a certain base cost in manhours needed to implement it. If they do a proper scripting system instead, it's a big cost but they unlock all those small opportunities as well without needing a small base c
dangerlinto
Ah! I missed that. I should have looked at Barbs, which does damage to the target and the caster and figured that out - I just see that spell so rarely used - it's hard guessing at tags! While a full on event-based scripting would be good for extreme modders, I think if you really want to sell the game on it's moddabiilty, you either make it decidedly easy with XML or you include really fantastic tools like Bioware did with Neverwinter Nights, because the casual mo
So I've been trying to spice up the otherwise lacklustre supply of items, particularly weapons in the game. i was surprised to see so few event hooks for melee in the available XML (although maybe I shouldn't be, since really there aren't that many in the game) For example, the Tear of Cyndrum has this hook: [code="xml"] AdjustUnitStat UnitStat_HPFromKills [/code] I expe
Hell I'm just trying to figure out how to paint fertile lands on the map. A modding wiki would be great at this point. There's so much I want to mod - I'm no strnager to XML but XML isn't all the modding I want to do
As it is, it's totally unusable. I checked, and yes, it actually loads if you exit the game . Nice feature. Starting Locations seem to be totally uneditable. Due to the awesome saving mechanism, I have some in the middle of the ocean which can't be removed by any means. Tile modifications (which BTW, seems to be the way to add essence) only show up after reloading. Which is great because of course that means exiting
[quote quoting="post"] I looked through, but didn't notice many related post. What are the controls for the Cartographer's Table? I've learned right-click to place selected object, and (+) (-) keys change the brush size. Is their a way to undo an action? How do you create, edit, and delete the starting grain, material, and essence of a tile? I'm also having trouble placing rivers. Portions of the river will float in the air and de
Thank God for the quest map fix... I'm getting pretty tired of mopping up the wildings and not getting a pioneer unit.
Time to turn the volume up so you can hear the jingle of Gildar being added to your vault :)
Still happening. I finally managed to get an army good enough to clear one of these, and poop - nothing.
That's exactly what I wanted to do, Heaven, but without a lot of modding time on my hands, I took the shortcut. Definitely there should be a tech for 50%. Ironically enough , I really felt the reason I wanted more mana was to be able to tackle a couple level 4/5 dungeon without relying on items that Tactically regenerate. I would wittle down each level of monsters to a minimal amount and then just run around at the end for 20 turns getting som hit points back.&nb
I upped it to 3. That seemed to place the magic casting right where I wanted it nearer the end game.
OK sweet - but now I'm kicking myself for not being patient enough - I uninstalled and redownloaded and archived the working version of the game last night. Suggestion - since this appears to be the #1 mod out there, make the datazip.exe part of the instructions, and/or big bold letters warning about the wait :) I'll chime back in when I run the mod tonight.
[quote who="Heavenfall" reply="182" id="3015485"]What you can do is run datazip.exe before you start the game. If you do that, the loading time should be more or less the same as normal. You only have to do that once (or again if you update the mod in future versions).[/quote] Help me out here b/c I'm actually new to the game as of like last week, and new to the mod scene as of last night. Where is datazip.exe? Do I extract the mod into the installation folder then run
[quote who="Heavenfall" reply="180" id="3015469"]If it just stays stuck that's normal. It takes a minute or two normally, but if your computer is particularly old it might take longer. [/quote] Well, the computer is an i2500 and pretty maxed out (8gb ram, GTX 560 Ti 1Gb) so it definitely is not older. It normally takes about maybe 10-15 seconds to get off that screen. Should it take that much longer after this mod? Edit : I just noticed that you sai
I tried installing this mod yesterday on a fresh install of the game with no luck. The loading splash screen simply stays stuck. Dissapointing, b/c I'd really like to try the mods For the record, I'm running on windows 7 (64 bit). I copied the contents of the Zip to the root of the game, as instructed. Seems odd that this would happen - I can't imagine changes to the XML files would cause this, so it must be something else...