Jozenone

Jozenone

Joined Member # 4869599
4 Posts 22 Replies 152 Reputation

It would be nice if Stardock could provide this. Malfador provided quite a good modding handbook with Space Empires 5

8 Replies 7,207 Views

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.

8 Replies 7,207 Views

[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

13 Replies 17,973 Views

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?

13 Replies 17,973 Views

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

14 Replies 16,505 Views

[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,

17 Replies 13,134 Views

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?

13 Replies 17,973 Views

If the swamp wildland is present, there could be a number of stalkers and plagestalkers running about. Are their faction bars black or green?

4 Replies 4,362 Views

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?

1 Replies 2,736 Views

[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.

25 Replies 8,546 Views

[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

25 Replies 8,546 Views

[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

25 Replies 8,546 Views

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.

16 Replies 12,452 Views

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

112 Replies 207,450 Views

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

0 Replies 2,197 Views