idontcareaboutyou

idontcareaboutyou

Joined Member # 554506
2 Posts 23 Replies 232 Reputation

They are the values that tile has for Food (first number), material (second number). and essence (blue bottom number). These are the base resources your city can harvest. the tiles adjacent to where you place your city don't matter (you can only get those resources from the tile on which you place your city). So pick the highest numbers you can find in the area you wish to settle. The values are auto calculated from the world resources and tile types nearby (you can&

3 Replies 5,291 Views

there is a subtle x in the boxes you cannot yet fill in the army display.

2 Replies 7,239 Views

[quote who="Mystikmind" reply="3" id="3275354"]You think that is a dumb name for a woman, huh, how about 'Isolde' ??? There was a movie released a few years ago Tristan & Isolde, saw that name and was like "WTF" i have NEVER seen a more stupid looking name for a woman, in my entire life! Isolder electrical components, Isolde car yesterday Is'olde and gray[/quote] Tristan and Isolde is an opera by Richard

26 Replies 107,766 Views

Place river tiles from the headwaters to the estuary linearly; it's the only way to get them to lay out correctly. As far as things that can't be deleted, it happens; you can save the map, restart FE, and reload it and things should be OK for awhile. You can also delete and place things like starting locations from the mapname.xml file if you can't get it to work through the app. Yes it is buggy as hell but you can make the maps you want with a little ingenuity, at least u

6 Replies 7,183 Views

So many grand ideas! I would really like to see some "object sanity' and more granular control of element inheritance (prereq tags, etc.) If we had some real consistency with how objects and variables were handled and more mobility we could do so much more; as well as spending more time creating content that is now used in testing and discovery. So basically just a bump here as this stuff has been covered above.

60 Replies 191,549 Views

I have been testing this with a sovereign of an ability bonus option that matches the one listed in the prereq. RestrictedAbilityBonusOption FrostGiant_Frostfire </strong

6 Replies 8,871 Views

Greetings simple question: I want to restrict certain core elements (spells, items, abilities, etc) to custom factions. I know how to do this, What I don't know is: Is it best to copy the core element into my mods xmls in its entirety or or just the identifier and the elements I want to add, change or remove? example: &n

5 Replies 11,008 Views

How about a nice 50/50 chance of having a male child.. that would help with the fact that you can never find an AI male to wed. I don't recall the last time I had a male, one in 50 or better I am guessing.

12 Replies 3,892 Views

I am trying to make a regen that scales now that hitpoints have gone up so much. Objective is 3% of total hitpoints per tactical turn. It's not working (no regen effect at all), anyone have any ideas? [code="xml"] Unit AdjustUnitStat &

25 Replies 23,464 Views

[quote who="Bjusterbaarlik" reply="9" id="2779456"] Quoting Dhraconus, reply 8 I take it Janusk died in your game? Because when that happens the game assigns another advisor, for me it's always been a champion when that happened, though I suppose if you had no other champions it would assign another unit. Either way: Bear >>>>> Janusk That is right, Janusk died pretty early in this game. However, the game first assigned

20 Replies 56,144 Views

[quote who="Jvstin" reply="3" id="2727085"] Quoting Akitoscorpio, reply 2 Ah the old Quoting kryo, reply 1AFAIK children have a small random chance to be born to any marriage after it's made. Being a wizard and all you need not be in the same tile to procreate. Ah the old "A Wizard did it" excuse. "Wait a second I was away for 5 years why do we have 3 children now?" "Ummm Magic?"

34 Replies 99,688 Views

[quote who="Valentine82" reply="145" id="2775892"] quoting post + Territory scalars now work as Empire v Fallen (e.g. Kingdom guy on Fallen territory gets penalty, etc). Crap I hope to goodness this is moddable because I have an empire with Grasslands Terrain and I'm going to be more than a little annoyed if my arm is being twisted to use the boring monotonous default terrains for every freakin' faction. How about having ter

245 Replies 840,532 Views

The texture path is defined seperate from the mesh path in the item definition. gfx/hkb/Weapons/K_Club_01.hkb K_Weapons_Basic_Texture_01.png hand_right_Lcf just change the filepath. Althou

3 Replies 3,363 Views

This code is from the "Maggie's ring quest, it spawns a goodie hut and an alpha wolf. 100 Minor 0 QuestLocation EventLocation TombMedallion.png <P

30 Replies 17,566 Views

Danke schoen! Works like a charm. I wish there was a roadmap of this stuff [e digicons]:grin:[/e]

2 Replies 3,964 Views

I am working on a quest where I need to summon an NPC hero to join the player. When I use:[code="xml"] Unit UnitJoinArmy EukLok Euklok [/code] The champion shows up

2 Replies 3,964 Views

Bumping to see if anyone has had any success with levelmilestone or any method to get units/creatures to do anything other than HP when gaining levels.

7 Replies 4,407 Views

[quote who="econundrum1" reply="4" id="2771534"]Levelmilestones did appear to work, that is I added a con adjustment at level 3 that appeared to take effect....I think. But I think they only adjust the stats by a set amount when you reach that level not by a fraction during the inbetween levels. [/quote] I tried a level 2 milestone [code="xml"] 2&

7 Replies 4,407 Views

I haven't been able to get levelmilestone to do anything at all. I assumed that if I put in a l30 milestone the game would grant 1/30 th increments to the l30 numbers per level for units with a l30 milestone but when my test unit levels all it gets is hit points per normal.

7 Replies 4,407 Views

I would start off by saying that I have high hopes for this game, what Stardock can't/wont do the modders will. I fully expect to be playing this game when I am 50. Many things written below aren't my ideas; I am just adding my voice to the chorus in this case, raising the volume and adding my own distinctiveness. Resources: Food should be tradable, 1 food per turn for 20 turns for x money... If it is the rarest resource in the world it has real value; I may end up w

154 Replies 397,414 Views