[quote who="Heavenfall" reply="18" id="3285173"]Frogboy you've broken the Ctrl+I cheat in this build. Please fix before release, I depend on it for testing my items.[/quote] What does do, Heaven?
Aerion Istari
I want to mod to limit each hero to only one Path. I also want to limit certain paths to certain weapons and/or armor choices and/or spell choices. I.E. Mage can't wear metal or use swords and Warrior or Defenders can't cast. As it is now, every sovereign or hero ends up being a battlemage.
One of the things I've done with my mod is to create custom armor. My sovereign gets a crown that does not hide her face.
[quote who="Heavenfall" reply="28" id="3279647"]Yeah, I feel each new patch "breaks" my mods. But that's to be expected, I don't see the problem with it. When you release a mod for anything you do it for the current patch that is out. If balance changes, obviously your mod will be out of date if it contains even a single value of importance. What can Stardock do about that? Nothing.[/quote] I think most of the patches since .990 have been pretty modest and have had minimal imp
Actually, Valintine, I do agree that the patches in WOM did tend to break mods a lot because they were making such major changes to the game. But that is ancient history. The current game is much improved by all accounts and I agree with that assessment. One lesson everyone needs to learn (Play Master of Orion 3 if you need to learn this lesson) is that adding complexity does not necessarily improve a game. Sometimes the simplest games (remember Tetris) can b
I personally would not be interested in a Random Quest Generator.
I see a download link for Quest Wizard but not for Quest Creator. Also, where does the setup install the program ?
I personally prefer that SD review all mods before making them available. And Heavenfall and Sean have been doing enough modding that their mods can be trusted.
I actually preferred bows having a limited range. In WOM they did have limited range. I'm not sure why SD changed this with FE? I wish they would at least fix it so it is moddable.
Murteas, This is what I had in mind for a Tree View. Basically, you're displaying the entire quest in a clear, easy to understand set of steps that can be drilled down into to see where everything is. (Note the Plus (+) and Minus (-) signs in the far left column that allows you to expand each section. How granular you allow the drill down to go is up to you and can be done in stages. I would start by just getting the basic quest info , each
This is the correct map sizes in sectors if you allow for the compass rose sector. In the Map Editor, you can place terrain under the compass rose. Elementerra does not allow for the compass rose and those maps work fine. Tiny Map: (Width 4) * (Height 3) = 12 - 1 = 11 Sectors. Small Map: (Width 5) * (Height 4) = 20 - 1 = 19 Sectors Medium Map: (Width 6) * (Height 5) = 30 -1 = 29 Sectors Large Map: (Width 7) * (Height 6) -1 = 42 -1 = 41 Sectors<
[quote who="Heavenfall" reply="5" id="3262667"]What makes you convinced? And why then is a huge stamp 51 tiles across?[/quote] If you place your cursor in the upper right corner and read the (X, Y) of a vanilla small map, the coordinates will be (79, 63). Add one to each coordinate (because the tiles are numbered with zero base) making them (80,64) and then divide each by 16, you get (5, 4) the exact sector size of the map. Only the Devs can answer for certain why
Because quests are about adding flavor for human players.
I do think this is a worthwhile tool and I'm glad you took it on. I'd offer to help you with it but you indicated you feel you have enough help already so I've held back. However, if you change your mind, let me know and I'll be glad to pitch in. I think the advantage of having the Wizard I described is that it gives the ability for noobs like me to create basic quests then start to add to them as my imagination and confidence grows. While at the same time,
What you've done so far looks impressive!! Kudos to you! Here's my feedback on the your tool. First I'll start out by saying though I have done a lot of modding, I've never before done any modding on quests so I don't know anything about them. I think the Quest Editor should be easy enough for a "Quest Idiot" like me to use it. 1> Because I know nothing about quests, I had a hard time understanding how to build them. The tool didn&#
Good information there, Heaven! Thanks! I can say with certainty that each sector is 16x16 tiles, not 18x18.
Actually, I would like to be able to restrict weapons usage by either race or faction by weapon type. (I.e. my Amazon women race can't use any weapons but spears or bows) without having to resort to creating tags for every single weapon they can't use. It would also be nice if Armor had tags designating its type so it could be likewise restricted. It's a great way to balance modded races. If you give them new abilities, you have to take other
[quote who="Heavenfall" reply="2" id="3261828"]I actually crashed when I tried adding multiple for the same slot. There are always more advanced solutions such as casting a spell at start to summon your equipment. But hard to get right, perhaps.[/quote] Yes, you can only one time per slot.
[quote who="impinc" reply="14" id="3261444"] Quoting esvath, reply 12This is wonderful! Add the ability to create new Blood trait, please I'm not sure that will ever be in here, to be honest. A blood trait is an AbilityBonus. However, at some point I plan on having a way to select which abilitybonuses your racetype/faction/units get. Again, the idea being to pull in the core game ones, and also to pull in other mods bonueses as well. (A Blood
[quote who="Jam3" reply="26" id="3260452"] My absolute main primary request would be some way to reload files without having to restart the game. I create stamps, delete/modify them outside the game and the only way to reflect that is to exit and restart the game. A "reload assets" button in the tools is easily the first priority I have for the tools.[/quote] This would be VERY helpful! Though I understand that reloading assets could cause stability problems. Perhaps
[quote who="crimsongekko" reply="7" id="3261178"]let's hope he creates Elementerra 3 soon [/quote] Not likely since he's not been seen on these forums for more than a year though I would love to see him return.
[quote who="BlackRainZ" reply="8" id="3261195"]Okay, I figured out how to get it to work. Need to manually place rivers though. Also, with very large maps, need to change the density of shards and resources. Even with dense magic and dense resources, with large maps it may be hard to find them. [/quote] Like I said, the resources are added randomly when the game is started. Likewise so are Champions, Shards and Wildlands. FYI: if you prefer to locate the Wildlands you
I was not able to figure out a way to do it either. Heaven determined that items cannot be traded and never go away ("Soulbound" in his words). They are temporarily replaced by any items that are equipped or equipped in the game. So I suppose you could the item you want your sovereign to keep and the items you want to give to another NPC.
As far as I know, Cephalo never provided the source. I even sent him a PM some months back asking him about it but I got no reply. If anyone knows how to contact him ask him about releasing the source. I'd love to take up the project and have the skills to do it. Elementerra works fine. All of those things mentioned above, except rivers, are randomly added to the map when you start a game. I generally only use Elementerra maps though I do tweek
...didn't make it past Norton. What is it and how did it get on my PC?