idontcareaboutyou

idontcareaboutyou

Joined Member # 554506
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A nice simple question: When I actually play the game (I spend about 10x time modding than I do playing). I get the same artifact over and over, even if I make a map and place a specific artifact I get the wrong artifact in game. I think my galaxysceneriodef is borked but I have gone over it with much scrutiny. Any ideas?

2,761 Replies 7,634,175 Views

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 5,396 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 108,035 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 7,248 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 192,093 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 11,186 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 3,963 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 23,636 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 56,341 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 100,051 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 842,250 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 3,410 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 17,731 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 4,016 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 4,456 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 4,456 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 4,456 Views