I think you will be very pleasantly surprised by FE. It is so good in so many ways. There are some great mods already for it as well. Anyway, welcome back to the community.
Murteas
Awesome! Thank you!
Another thing just noticed. I keep getting the unstoppable cogwheel and the demon soul contract every time I visit a shattered statue. I am playing on the Karazzan's Fist map if that helps. I should note that I am using Frogboy's experimental .exe.
I notice there is a pretty nice cloak in the sovereign design screen that is free (costs no points), I assume this is a mistake (not that I am above selecting it for my warlock Lizardman :) ).
BTW - Stealth update with new button graphics. No "functional" changes in this update. :)
[quote who="Aerion Istari" reply="195" id="3259343"] Quoting Murteas, reply 194 Quoting Aerion Istari, reply 193New request: How about a "Save" button. I like to save my quests as I go along. It's a pain to have to exit out of the program for an incremental save. You can save at any time by going to the save page. In fact if you want you can copy the quest at that point and paste it somewhere. No need to exit out to save
[quote who="Frogboy" reply="20" id="3259180"]If I had my way, in v1.1, when the human wins a big battle, the game reloads from the turn before so that the AI can get another crack at it! [/quote] I wish that would happen. That would be awesome. At least a popup that would say: "Please wait, magnar is reloading to turn 247". :)
How do you propose to fix this? The computer can't read the various options you can get on quests and so can't make a good choice about whether it should go on the quest. We want them to create complicated and involved quests, but we have to realize that there is no way to make the AI go on those quests. Even simple ones like escorting the noblewoman would be hard to code for the AI to understand which reward to choose or whether to give up the girl. I thin
[quote who="Aerion Istari" reply="193" id="3259070"]New request: How about a "Save" button. I like to save my quests as I go along. It's a pain to have to exit out of the program for an incremental save.[/quote] You can save at any time by going to the save page. In fact if you want you can copy the quest at that point and paste it somewhere. No need to exit out to save. Save is the last link on the right. <img style="flo
You put them in My Documents/My Games/Fallen Enchantress/Mods You can put them in a subfolder in there or just in the Mods folder itself. Either should work.
[quote who="aerowreck" reply="187" id="3257870"]I have to say this editor is cool and pretty easy to use even for a moron like me. You should add a library of quests in those fancy pages of yours, so that us users could share the fruits of our imaginations. [/quote] I'd be more than happy to host a quest on the webpage if you want to send them to me. <p id="aeaoofnhgocdbnbeljkmbjdmhbcokf
[quote who="Kongdej" reply="182" id="3257072"]@Murteas. You might also do so I just show the quest editor the path to ALSO add as new items (Have a few premade directories to preload as items, and allow me to add or change this list of directories). Say normally you load all the files in "Elemental/Items", and "Elemental/Moreitems"... So I can go in and delete one of those, or add my own directory "Elemental/Kongdej's Reliquary". or change one of them into my n
Oh, I was just going to have you name your actual xml file that way. No need to change internal names. Although adding tags is certainly a way to go about it.
[quote who="Aerion Istari" reply="176" id="3256557"]Any chance this Quest Editor can search the Mod folder for custom items and add them to the reward dropdown?[/quote] I've thought a lot about this, and the problem is knowing which files it should look at. I know what CoreWeapons.xml is and can add that into the appropriate place, but I don't know that ReallyAwesomeModStuff.xml has weapons in it and even if I can recognize items in it, should I add them i
[quote who="Glazunov1" reply="7" id="3255947"] Stardock doesn't intend at this point to offer downloads of the final FE game code outside Steam. So...if you want updates, you'll need to go with the Steam version. Might as well uninstall the non-Steam, since it isn't going to be updated.[/quote] I've seen no posts that say this, and in fact I've seen some from Frogboy that contradict this. IF you don't have the steam v
Actually, if you are looking for your free copy it will not be on steam. Go to stardock.com and login in to your account (same e-mail address you used to pre-order) and you should see the beta for fallen enchantress available there. Once the game is available (supposedly 1pm EST tomorrow), you should be able to get the 1.0 version from this page. Welcome back.
Sean, my guess is the .Net 4.0 installation is causing the problem. Really you shouldn't run into any problems other than that, it is a pretty generic .Net app otherwise (although if you install it when the game isn't install I can see you crashing as it looks for the game files). I'll see if I can think of anything else to suggest for the install problems. Right now I would uninstall from the program uninstall menu (under F for Fallen Enchantress Quest Wizard :
This mod seriously has so much win!!! I really love it. I have a very hard time playing without it to test stuff. Thanks again for your hard work on this HF.
This is cool. I would play AI vs AI just for fun. You'll have to tell us how you set this up.
[quote who="cardinaldirection" reply="165" id="3251661"]PM'ed you some new buttons; hit me back when you finalize the dimensions for the inside windows and I'll tailor up some backgrounds specific to each page.[/quote] The problem is the inside windows can grow. I need to just set a max size on them and have them start at that size so they don't get bigger. Things like the Objectives page can start out virtually empty and then grow quite a
So I don't think this works. At least it seems to completely ignore the nextObjectiveID within the conditions. Sean (or anyone) do you have a working quest that does this?
So you are saying that something like this should work: [code="xml"] 6 7 0 Shaman Battle 7 Success Battl
Looks good, I'll use these in my next game.
Finally, I am back to the modern world. Yeah, the whole you can't install from this location was because I changed the directory structure of my app at some point so you have to uninstall and then reinstall if you are updating from that version. Shouldn't be a problem in the future.
Hi guys, in my work with the Quest wizard I have tried many variations of objectives and choices and battles. One thing that I can't get to work correctly is to figure out what will happen when I lose a battle in a quest. Does anyone have a good feel for what happens for an objective that has a battle victory as a condition? The core quests used to have a failure condition when the battle was lost, but that was taken out a couple of builds