[quote who="Aerion Istari" reply="5" id="2752411"] Quoting Heavenfall, reply 2missing probably I wish you were right, but " Warfare " and " Conquest " are in there.[/quote] Actually, in looking at it again, I guess you were referring to the Category tags in the TechTree part. I added. Related question: If you list multiple prerequisites on a wea
Aerion Istari
Much better, thanks!!! Also like that you put a prefix on your mods filenames. That's going to be key when folks like me are juggling multiple mods.
Thanks Robert! Perhaps not perfect, but a better system than what we have.
Do you think you could remove the techs from the tech trees you're not actually adding or modding? Would make it easier to figure out what you're doing. Edit: I've looked further at you mod. The problem is, it's not going to play nice with other mods. Because you basically modded core files them put copies in the \Items folder, it will overwrite any other mods people are using (or not) depending on the order they're loaded by the app. I'm afraid not many
[quote who="NetNomad" reply="15" id="2752423"] Quoting Carewolf, reply 14I only use Janusk for sex. Janusk: Boy Toy[/quote] Yep, I jump his buns as soon as I get my rep high enough to get him to the altar. Free channellers 100 turns later.
They're French. [e digicons]:D[/e]
[quote who="Heavenfall" reply="2" id="2752306"]missing probably[/quote] I wish you were right, but " Warfare " and " Conquest " are in there.
I like Robert's suggestion. Makes the most sense. Perhaps Robert would like to re-post his ideas in a new thread and we can ask for them to be stickied.
I've begun looking at modding combat. With magic and combat being one of the most underwhelming aspects of the game right now, I'd like to be able to compensate for the issues (namely magic attacks being resisted by Defense/Armor and stacks being overpowered) through modding. But the problem is that damage calculations are inadequately exposed for modding. Spells or Attacks don't offer a Minimum Damage and the actual damage calculation isn't exposed to modding. I kno
I've tried adding this new tech but it's not showing up in the Tech Research. Anyone have any idea what I'm missing or doing wrong? DisplayName,Description,Image,Color,HotColor,Icon DisplayName,Descrip
I just want to say that I like the idea of being able to have more than two rings and one amulet. But, I'm the first one to admit that the amount you can have needs to be limited to a reasonable number.Perhaps we can also have broaches and bracelets or something like that.
[quote who="Wintersong" reply="9" id="2746926"]I have serious issues about associating the word "realistic" to the word "Quendar" (as a name for a fantasy race/species of a videogame). That said, as a skinning work, congrats I'd have gone for the Quendar to Elf mod though, as the Quendar seem to be the basis for any elven mod.[/quote] And speaking of elves... I'd love an Elf race.
First time, CTD during combat. Second time, spontaneous reboot. Includes saved game just prior to combat on last occurrence. Was in the middle of my turn when crashes occurred. http://www.curtis-home.net/Files/debug_CTD_DuringCombat.zip
[quote who="James009D" reply="23" id="2746387"]Yes, this code will help in that endveour. 1 800 1 Rating is = the Adventure tech level Likelihood = % chance of spawning NPCTalent = The cost of hiring I believe... this is all theoretical, imo, lol.
I think giving the attackers the first attack/movement is reasonable and justified. But, as the OP suggests, the game should not favor such an obvious exploit. The AI needs to understand movement better and not walk into a haymaker the way they do.
[quote who="Darknutter" reply="20" id="2734054"]right click and go "save as" to download the file. As to how, this is the Kingdom's Air Shrine, in the xml file: Player AbilityBonus<
The last patch made it a LOT more stable. Still buggy but playable. I recommend setting the Auto Save to save at end of each turn. That minimizes the damage when you do crash.
During a battle, I moved a NPC to a place that might have been blocked off. Not sure. Character was moved around the right side of the skirmish line and was the last NPC moved (I don't recall the name). Once the NPC reached the end of its move, I could not select any other NPCs and the End Turn button was grayed out. Also getting the Invalid DXCall CTD when ALT + TAB. Occurred at very end of this as I had to break out of lockup. <a href="http://filebin.
Good post. I agree with most of it. I would add that we need a formation editor or some way to designate where the units are in the formation before combat starts.
I agree with the OP. Magic should be countered by a Magic Resistance, not armor rating.
1> I would REALLY like to have a Formation Editor or some way to set the formation of my army prior to a battle. Tanks go up front and mages and archers go in the back. :) 2> Would also like a way to designate who the army leader is. You need your mage to be party leader so they can teleport the party.
My (in-game) daughter, Alyna, has a male "archer" as her small round portrait. Very annoying. I've saved the debug.err if it will help. Also, I can't seem to get Alyna to be the leader of her army. Very inconvenient as she can't teleport her party. http://filebin.ca/socvh/debugAlynaPortrait.err http://filebin.ca/adqdb/Picture0002
I have to say, the game is a lot more stable after the last patch! Good job guys!! I'm not sure what the last thing I did was. http://filebin.ca/dhztbs/debug04.zip
Has anyone figured out what the various variables in MapStyle do - as in how they affect the map generation? Below is my HugeWorld.xml. One continent doesn't seem to generate just one continent. I can't see much difference between Islands and Small Continents. DisplayName
Maniakos is correct. XML "describes data". That's all it does. XML can be used by other things like XSL or Python or even .net to provide scripts to process, but XML by itself is not a programming language. It is a document.