It would be nice if Stardock could provide this. Malfador provided quite a good modding handbook with Space Empires 5
Jozenone
Would it be possible for Stardock, or one or more of the senior modding personages to create a listing of the allowable XML commands and their dependancies for different functions? This would be of great help to intrepid modders.
[quote who="abob101" reply="6" id="3364765"] You could definitely have 2 completely different versions of the same path using the Allegiance prereq. Can't think how to split the Sov and Champion paths though. I have some new paths that are intended for champions (and not Sov's) but haven't been able to stop them being chosen by a Sov. In fact i've had a pretty good go at it and can't find any way to restrict access to a Path at all <b
Interesting. I suppose that for this, you would use the Allegiance prereq tag, but what is the tag for sovereigns vs champions?
Odd. It is possible that Ascian is spawning the stalkers, but I've never seen it happen
I'm actually looking to replace the existing paths with entirely new ones. 5 for each player type sov/champ empire/kingdom. I'm trying to figure if when I change the path names and differentiate them, will the UI support it. So if I have "attack path" 1, 2, 3, 4 and same for the each path, will the UI support this?
That's a little more tricky. Henchmen are tied to the Altarian racial type, so you'll probably need to create new henchmen unit entries if you want to use them in another faction. Not sure why golems won't work, though. You should be able to just copy the ability from the Gilden blood tait
in your documents folder. you can find all the faction traits and whatnot in the core files
create a custom race and edit the xml file to add whatever talents that you want
well, basically I cut your code out and pasted it in the altarian blood ability to test. I've tried it in various other places, as well as trying the AdjustUnitStat for experience. Nothing seems to trigger.
The core abilites
[quote who="halmal242" reply="3" id="3340437"] Here you go. Put this game modifier n works like a charm, I have tested it before. Code: xml Unit GiveExperience 1 1 [/quote] I've been trying to get this to work as a blood ability, trait ability,
I messed around in FE creating new paths and want to do the same in LH, however I am unsure of how this works with the new interface. Specifically, I want to create separate paths for sovereigns and champions, and empires and kingdoms. Anyone have any thoughts?
If the swamp wildland is present, there could be a number of stalkers and plagestalkers running about. Are their faction bars black or green?
Not a bad idea. Try it out.
I enjoy playing huge maps with 5-6 players. The problem is that in every game that I have played, all of the factions start in one corner, leaving 3/4 of the map open space. Is there an easy way to fix this?
Mr Kael, this function may be causing another related issue. Fairly often when you select auto-battle, the AI unit moves before the battle resolves. This can have the unfortunate side-effect of destroying your buildings.
[Suggestion] Enter a new script to resettle burned cities. Allow for a random number of the previous building to be recaptured with the resettling, or preferably, add a repair function to the build interface to repair any previously built improvement for perhaps 1/2 production cost.
[quote who="sweatyboatman" reply="1" id="3286675"]working as intended[/quote] I have read your posts on many forum topics. You are boorish, and speak with authority and knowledge that you do not possess. You are unhelpful to say the least, and your attitude, which is sadly prevalent in too many forums, is one of "I love this game, it works great, nothing is wrong, you're wrong, so shut up. PS I love you Mr Developer" I'd attempt to argue with
[quote who="Mistwraithe" reply="7" id="3286891"]Quoting immanuel1, reply 5Mistwraithe, how did it change in the most recent patch? The land is still getting salted, no? When did Stardock actually comment on this? It's good to hear, because I've become convinced that not only is this working as intended (that is to say, retardedly), but that it's so insurmountably hardcoded that Stardock is no longer capable of changing it. I can't remember the
The loading screens are either outdated or alluding to future content. One remarks that their would be much more choice for city upgrades with uncommon and rare buildings. I'd like that.
Having played over 500 hours on this game now since beta, I can count on one hand the number of times I've actually seen the AI fight monsters or monsters attack thier settlements and outposts. I've seen an equivalent sampling of monsters fighting each other if thier random movement passes into an 'Elemental Zone'. I have seen literally hundreds of times that monsters attacked or pursued my scouts and escorted pioneers, while ignoring Procipinee's hundred p
1. Several quest units (especially pioneers) appear with corrupted portaits. Usually with a thick black line down the middle 2. AI can build settlements on top of outposts and resources. In at least one instance, I have seen them build an outpost on an iron deposit, then build a village on top of the outpost. 3. [feature missing] there is no feedback of any sort for outpost upgrades UNLESS that outpost is inside a city's border. To a les