I mean quests that only you can manually place on a custom made map, but will not spawn randomly.
dsjdsj
Can you get a quest to become a custom-placement only quest? What does the spawnrating tag do? Does it prevent it from being picked by the quest location tiles when they are stepped on?
Is there any way to keep certain champions off-limits to the ai? (Like the 0 tag, but for champions)
1. Is it possible to keep certain champions off-limits to the AI? (not faction specific champions, just making sure the human player gets to pick them first) 2. For the diplomatic weights of faction statuses, will putting a 0 cause problems?
[quote who="parrottmath" reply="17" id="3383618"] The code says that the monster should spawn. I think the cat is spawning, but a radius of 24 is rather large and the cat moves, making it really difficult to find.[/quote]What was the radius pre 1.3?
[quote who="parrottmath" reply="20" id="3392360"] When you removed the stamps, did you also edit the wildlands.xml file?[/quote] There are two stamps related to each wildland, for example, S_Bhindami_fissure_blank_01 W_Bhinadmi_Fissure_01
Editing out a few wildlands causes map generation glitches. On both random map attempts half the starting factions were stuck on dead-zones, being able to found a 2nd city 100 seasons after. During my exploration phase I noticed that the path is very singularly streamed. I was almost marching my way out of a snake path into an open pit and further aimless lands.
Everything seems to be working fine. Thanks.
I tried the first method and the game is running fine. How do you change the spawn frequency of a particular map stamp?
Is this thing a part of a wildland?
How do you mod out some of the wildlands so the rest can get a guaranteed appearance?
How many types of willdands are there, and can you get all of them to appear in a game? I tried the highest setting but didn't get all of them.
Are there hard coded restrictions on when certain quests will never appear after a certain stage in the game has passed? Also, do all random events appear on pre-made maps?
I've battled through a 2 tiered dungeon in a quest, and I'm getting the impression that the deeper level only supports 7 units because another one of my heroes inexplicably died.
In my current game I frequently get one of my heroes (usually the sovereign) die when going into a battle. So I end up fighting with one less unit, and the after battle report says that that unit had been defeated, and it does not get any battle experience. The problem is circumvented by using auto-resolve. I haven't yet found any documentations of this problem on the net.
What areas do the "ravaged" and "swamp" represent in game? (I'm guessing chasms and the rippled ground?)
Out of the custom map profiles, which one gives the least amount of settlement spots?
[quote who="parrottmath" reply="1" id="3388280"] 1. No, the AI cannot complete the master quests. [/quote]What about the spell making thing? [quote] 4. The desert terrain raises the probability you get non-fertile terrain and more barren terrain. It does not mean there will be no lush parts on the map, just less likely.[/quote]The map generator has presets like "rugged", "swamp"... Which types of land are inherently and permanently infertile?
1. Do the AI players attempt to complete the Master Quest as well? 2. If you disable the alliance victory option, do the remaining players declare war on each other when the other allegiance is wiped out? 3. What does the recommended number of players for a map mean? What happens if it is exceeded? 4. Can't understand how the terrain type thing works. Do desert terrain suddenly become lush after a while and start spawning yields?
Do you need to leave the "use default planetary template" checked? Edit: Just remembered 2 things: 1. Did an update increase the max number of bonuses for a planet to 3? The wiki still says 2. 2. Does the artifact count as one? Edit2: Do you have to research the appropriate colonization technologies to capture an enemy planet? For the DLC that would be a lot of techs to research.
[quote who="GoaFan77" reply="11" id="3385379"] The ones you fixed should still appear regardless of other random bonuses though.[/quote]That's the thing, they didn't show up and on exploring random bonuses popped up and took up the bonus slots.
[quote who="GoaFan77" reply="8" id="3385289"] Ideally none, but I personally find group templates to be more reliable (sometimes map templates have weird issues for me), and I usually like to make my planets slightly different anyways. The only real time I used templates is if I want to alter the starting position of all players, liking giving all home planets a Capitalist Society bonus or a colony capitalship or something. [/quote] Fixing bonuses for planets aren'
[quote who="GoaFan77" reply="6" id="3385250"] Quoting dsjdsj, reply 4Can you give planetary bonuses to starting/capital planets? Yes, just use the starting parameters "Always" and for "NoOwner".[/quote] What is the difference between assigning parameters to single planets using group templates, and creating a galaxy template and assigning it to a planet? Oh and the pirates apparently do use phase lanes to travel across star systems.
Can you give planetary bonuses to starting/capital planets?
[quote] It's not really publicly documented, you'd have to look in the game files.[/quote] Are they files that are easy to open and examine? [quote]That is correct, pirates can only attack in star systems with a pirate base.[/quote] I read that there is no limitation on connecting star systems with normal phase lanes in the GalaxyForge though right? [quote]Planet type used in the occupation victory, though they will not count for