No ideas?
DsRaider
[quote who="sratner" reply="12" id="3279896"]Will I need to clear out my custom faction and recreate it, or can that stay?[/quote] Your custom faction can stay.
When placing improvements how do you get them to join cities they are adjacent to? When I place them they don't attach to the city and are useless. I could swear they attached automatically when I did it once awhile ago.
Ok the issue with mounts has been fixed, you will have to re-download both mods and start a new game though. Here are Dropbox links until WinCustomize approves them. New Umber Add Traits By the way this should be compatible with StormWorld.
This is because the max troop size was reduced to 5.
Making new races is very complicated, especially if you want them to look unique. Here is an editor that allows you make basic new races. Yes to add custom logos you have to edit xml. If it's on a custom faction that faction file can be found in MyDocuments/MyGames/FallenEnchantress/Race. You will want to add your custom logos to the /FallenEnchantress/Mods/GFX folder. The tag you edit to change a faction logo is <Pr
I remember when this quest had you fight something like 6 Ashwakes instead of 3. The problem is that this quest used to be the endgame quest before they switched it to the Wildland.
The CoreGoodieHuts and CoreQuests file in Stardock Games\FallenEnchantress\data\English. You could also use the editor you mentioned.
All user created quests and goodie huts will be placed on random maps according to their rarity. You have to include the created tile in a goodie hut or quest for it to spawn.
[quote who="Tasunke" reply="3" id="3276227"]The ships in these DLC maps are likely of a similar variety as the ones in the campaign.[/quote] I don't see how that would work, but maybe I'm being too optimistic. The maps would have to have there own xml to enable ships, and whats the point if the AI can't use it?
[quote who="Heavenfall" reply="2" id="3275911"]One thing which would help a lot with making your units look unique is letting us modify the colours ourselves in the unit designer. Metal colour, skin colour, cloth colours, even mount colours.[/quote] First though colors would need to actually effect how armor looks. Not sure I would want that much customization in the unit designer. Hair and Skin should probably be set in the faction editor.
There are a few 80+ reviews around that for some reason weren't added to metacritic. The ones included in FE's metascore are actually mostly the lower scoring ones.
A lot of talk recently has been about making trained units play differently but little of it has discussed how to make them look different without consuming tons of resources. Here are a few ideas to make units physically discernible without requiring tons of new assets. 1. This one is easy and obvious. Modify the skins on armour so they change more in relation to faction colours. The colour of your armour needs to vary much more depending on your faction. Right n
[quote who="tkobo" reply="64" id="3274407"]First incarnation had more factions allowed per map.Now i seem limited to a max of 8.Another big one for me,and to me another step in the wrong direction. First incarnation had ships.New incarnation doesnt..Another big one for me,and another step in the wrong direction far as i feel about it.[/quote] You can add as many factions as you want, same as in WoM. However you can only have 1 of each so after 8 you have to create custom fa
[quote who="Khorak" reply="8" id="3274367"]Fixing the Wraith is as simple as removing the -1 hitpoints per level. There. Done. Their bonus ability will still be kinda suck, but they have a couple of unit-traits (one of which will now be vaguely usable instead of utterly pointless). At least then they won't be any worse than Tarth, who immediately have no trait at all as soon as you have the audacity to have more than a measly three units.[/quote] No this is definitely the wrong wa
[quote who="Naidrev" reply="156" id="3273873"]Is it possible to simply edit a faction and sovereign, instead of having to remake them from scratch? Every time new abilities come around, I have to delete everything.[/quote] Well you can edit the xml in your MyDocuments/MyGames/FallenEnchantress folder.
I have a mod that adds faction traits and features a Horselords trait.
Nothing, they suck. Wraith blood also unlocks some unit traits but they suck as well. Zealot: +3 initiative. -1 hp per level. Thereby reducing the unit's hp per level to 0. Enough said. Hallowed Rite: +5 mana per kill. A half decent reward but your probably better off taking a trait that helps compensate for Wraiths being so weak. You also actually have to have the unit get the final blow, which can be very inconve
[quote who="Frogboy" reply="16" id="3273747"]Most of the maps will have ships on them.[/quote] [e digicons]o_O[/e] Mind Blown! Will the AI use them, and how will they work?
[quote who="idontcareaboutyou" reply="5" id="3272814"]Got another one. Is there any place where what prereqs work where is discussed?[/quote] I know you can base prereqs off of techs, races, levels, traits, and allegiances. If you can't find an example of it in the xml it probably won't work. What are you trying to do?
I don't think we need to lose custom units. Several small things can be done to make units unique while retaining unit design. Besides how would we make custom faction without custom units? 1. More unit traits tied to race and faction traits. Some ideas here . 2. Reducing trait spaces on units to 2 from 3, so that units can't do everything at once. 3. Some minor graphical changes to armor. Every unit currentl
Info on this can be found here: https://forums.elementalgame.com/434780
[quote who="dangerlinto" reply="5" id="3271976"] Homogenizing all the weapons initiative leads inevitably towards simply picking the weapons that does the most damage. I find having to make the choice based on more than one variable far more challenging and rewarding, thank you.[/quote] Except it wouldn't. You would still get initiative penalties, just from encumbrance and not directly. So there would be a trade-off between heavy weapons and arm
Right now there are some problems with unit design and balance. Units don't feel uniqu and elite units dominate the game. Here are some ideas on how to fix this. The Strength Trait Should Be Removed The strength trait is undoubtedly the most popular unit design trait and that is why it should be removed It really has no reason to exist because you should add it to every single melee unit ever, and adding it is pointless
[quote who="parrottmath" reply="3" id="3270697"] For what its worth you forgot Umber as well.[/quote] Ugh fine, updated for Umber. I got nothing Capitar though... Rich former slave owners doesn't translate well into combat traits.