crimsongekko

crimsongekko

Joined Member # 4869104
19 Posts 385 Replies 413 Reputation

[quote who="Heavenfall" reply="746" id="3284639"]Let me know if the problem persists after the next release. I understand what you mean but I don't understand what would cause such a strange movementcost next to my rivers.[/quote] I've figured out the problem. it's caused by having terraintypes.xml loose in the StormWorld_Rivermod folder.

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well, I'm not sure how this stuff works but: 1) I've always been running Ecomental and SW together 2) Ecomental changes deserts to cost 2 MP ( via terraintypes.xml ) <span style="font-family: Arial; font-size: small;"

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its compatible in the sense everything works correctly, the only problem is that the Stormworld champions and sovereigns don't get your new spells on levelup, only the old ones. this most likely also applies to the female henchmen from parrothmath's mod.

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it's compatible now and it will still be compatible, good :D my wish for an alternate version of terraintypes.xml for better consistency with it still stands ;)

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now that your terraintypes.xml can be placed inside of Mods folder, will it still work correctly alongside with Ecomental? also it'd be great if you could provide an "ecomental compatible" version of terraintypes.xml , currently it's weird to have deserts near the new rivers cost half as much MP as deserts elsewhere on the map. you could also

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http://fallenenchantress.nexusmods.com/mods/21/ not my mod, but it popped up on the Nexus so I'm opening a thread here Heavenfall, could you take a look at this and see if it falls under the "unnecessary XML causes stuff to get rendered twice" category? </di

4 Replies 5,449 Views

that's kinda my thought, there's only so much unrest you can counter, especially once you start raising taxes ( and cleric + shrine is only good for 2+ essence cities ) what makes them so bad though? in my book -10% research is negligible, I'd much rather take that than any "no X" penalty. or do you get shafted by ro

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for the next version, could you make this fully compatible with Stormworld? at the moment only vanilla races get the new spells from levelup traits, the new SW champions only have access to the old spells.

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folder still has a dot in the name which should be changed to underscore. also I think the Gfx folder should merge with the one in Mods folder alongside with the Shadows folder ( all .dds and .png go there )

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Electroalg: the wandering group is a bit bigger than the defending one. also, they seem stronger than their ratings would suggest. not sure if they need some tweaking.

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second thought: is it intended that the faeries have both spitfire and some longranged poison ability? they're pretty damn brutal right now also, is it intended for shadows to get "warrior" unit design at glyph stones? I think others get it at weaponry ( they have the runner at weaponry )

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