Aerion Istari

Aerion Istari

Joined Member # 2394776
0 Posts 28 Replies 10,730 Reputation

[quote who="Murteas" reply="194" id="3259245"] 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. Save is the last link on the right.

292 Replies 755,931 Views

[quote who="Frogboy" reply="17" id="3258687"]Would anyone object if I just sticky this thread so we can consolidate here?[/quote] Please do!!! I have no new requests to make on top of the ones that have already made. jshores and Heavenfall have address my largest concerns.

60 Replies 192,091 Views

Well said, Heaven! I would think the first question Kael is likely to ask is, "how should it work"? I think a discussion on that is in order. I'm not sure how I feel about having each object completely overwritten when it is modded. In many ways, that's probably the simplest from the DEVs perspective and the easiest to understand from a modder's perspective. But it makes it bloody hard to mix mods together. But if we request on

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[quote who="Heavenfall" reply="186" id="3257833"]Not really, those can be heads and other stuff you don't see in-game such as clothes. Also *cough* I have some gameitemtypes that only work as placeholders for trophies so they appear in the Hiergamenon. [/quote] Most people don't have clothing and heads in their mod folders though I have to confess I'm one of those exceptions so your point is well taken. In my effort to have my elves actually look di

292 Replies 755,931 Views

[quote who="Murteas" reply="180" id="3256933"]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] Using "weapons" or "armor" or "items" in your file name would probably be the easiest solution if you want us to identify the files. As far as "Give Item" is concerned, anything with a tag is potentially giveable. Pro

292 Replies 755,931 Views

Nice idea in theory. How will it handle nodes or tags that don't exist in the original? Will it comment out any replaced tags? Does it actually change the original or create a merged copy?

3 Replies 5,710 Views

Abilities can have prerequisites. Those prerequisites could be to exclude other abilities. Blood traits are a perfect example of this. [code="xml"] RestrictedAbilityBonusOption <Attribu

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I like the work being done here!! On the passable/impassable mountains question... This is a game, not reality. I happen to think that for gaming purposes mountains SHOULD be a barrier. It creates strategic choke points and walls to force a fleeing opponent against. It creates safe zones and, ironically, makes the map play larger rather than smaller by making adjacent zones farther apart. That having been said, there probably can and shoul

73 Replies 261,618 Views

I would think "Paladin" when designing a warrior. Dual Wielding could also be something usable only by warriors. One of the better ways to make each Path/Class unique would be to restrict weapon or armor types. Unfortunately, as FE stands now, that is difficult or impossible to do right. In my opinion (for what it's worth) assassins should not be able to wear any metal armor. Mages should not be able to wear even leather. Only defenders or warriors should be able to us

7 Replies 6,983 Views

As a professional software developer, I can say that for a project the size of FE, for where they are in the cycle the number of bugs is within what I would expect. Yes, there are lots of bugs but there always is. Your programmers can only fix bug so fast so the analysts prioritize them and fix them as they have time. Bugs that affect functionality and stability will always come first. Bugs that are display, prettiness or have reasonable work arounds come last in priority.&n

123 Replies 320,776 Views

I think in order to buy anything from another faction, you would AT LEAST need to be allies. I too would love for more of the Shop functionality to be exposed to modding. At the very least, I'd like to be able to alter the number of items the shop will hold and have direct control on what is sold in the shop as well as access to some way to control or alter the prices of items. I have created a lot of replacement items for my faction but I can't prev

16 Replies 4,367 Views

Yeah, I forgot to mention how easy it makes merging code. Whenever one of our programmers makes changes, we use Beyond Compare to identify changes and merge into the base source only those changes we want merged in. Version control of source would be prohibitively difficult without tools like this.

22 Replies 14,129 Views

Beyond Compare does a really good job of matching up files as long as the changes are not huge. The match ups are not always perfect, but it is good enough that you should always be able to identify what has changed. I believe there is a trial version. Give it a free try. We use it at work for source control. It is a very good tool.

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1> New Spells and Abilities: Coal Stones, Despair and Delins Breath. 2> Rebalancing a few abilities. 3> All traits given the FactionAbility_Traits.png tag. 4> All armor had its shop value doubled and its defense abilities reduced. 5> New "_spawned" goodiehuts added. I haven't researched them in detail but at first glance they appear to be some that are spawned as part of a quest or some random event. Also

1 Replies 4,040 Views

I first use BeyondCompare to compare the new XML files to the old to determine what the actual differences are. As Sean stated, the differences are overall pretty small. The biggest one for some will be that Armor and some weapons were rebalanced meaning that across the board stat changes were made. That means that anyone who adds or modifies weapons will need to tweak theirs as well. Also, BeyondCompare can be used to merge changes as well as long as it can match up

22 Replies 14,129 Views

[quote who="Basher0049" reply="7" id="3229466"]there is no where on the settlement HUD or on the Detail screen that tells you which type the city is I believe the city icon changes shape, ie for fortress the icon changes to a shield shape in the hud.[/quote] I did notice the change in shape, but I could not figure out what the shapes mean.

16 Replies 13,093 Views

I do understand that the hardest part of developing a game like this is balancing. It makes herding cats look easy!!! And I understand that the developers have their vision of this game and that's what they are going to develop. BUTTT... here are my thoughts if anyone is interested. I like heroes being powerful! They're supposed to be! But I don't like trained units being totally useless either. And it takes so LONG to get techs to

30 Replies 13,305 Views

I like the settlement specialization but I have two complaints regarding it. The first is, when we're asked to choose between Town, Fortress or Conclave, we have no way to look at the city and its contributing resources to determine which type the city could be. Nor do we have any way to know what other settlement types we have already chosen for other settlements. These are MOST annoying for me because A) my memory isn't the greatest and B) especially af

16 Replies 13,093 Views