impinc

impinc

Joined Last seen Member # 4159051
6 Posts 145 Replies 22,920 Reputation

[quote who="sadfsdfasdfsd" reply="43" id="3272215"] Once I create a race and save it, how do I play it in-game? I moved the files to the Mods folder, and I have enable Mods set in the Options. I'm not sure what I am doing wrong [/quote] This just creates the race (for now). Since you have already put the files in the mods folder, and checked use mods, you can go to the workshop, and use the faction creator to create a new faction wi

68 Replies 242,676 Views

I wonder what the process even entails. Does someone physically go through the files? I've had to put up a new version quickly to fix critical bugs in the past, so I'm pretty sure they're not being tested in game. If not, then wouldn't some kind of automated virus/malware scan do the trick? That wouldn't take 24 hours to perform, and modders can get critical new updates out quicker.

38 Replies 95,346 Views

[quote who="Heavenfall" reply="549" id="3272198"]As I said, it'd be something that Stardock would have to sign off on. And there are other contributors to the mod, they'd have to OK their contribution as well (or I'd remove it, remake it).[/quote] As much as I'd like to see you get some moolah for all of your hardwork over the past few years with the Elemental franchise, I'd rather you kept it like it is. I think it will change the "spirit" of the mo

1,118 Replies 2,464,411 Views

[quote who="elruskovii" reply="41" id="3272167"]Ok, i got it! Thank you ![/quote] You're welcome! One thing I should warn people about though. Right now, the editor doesn't scan in modded skins/heads/artitems. So, it's probably best to not select any of the units from stormworld until I can get this added in. If you do select any of the units, you may experience some weird things, depending on the circumstance. They should have access

68 Replies 242,676 Views

[quote who="elruskovii" reply="39" id="3272152"]Step one: I point Stormworld in doc/games/FE/mods/SWfactions Step two: i scratch my head "coreabilities missing" Step three: i copy coreabilities from data english Step four: freezed process makes me wait 2 minuts Step five: An error has occured. What have i missed Dr. ?[/quote] Are you setting the Mod folder to Stormworld, or the FE directory? When you first run the app, it wants the c

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Actually, that's pretty close to what you want. Instead of getting 1 metal from an earth shard, you want 1 steel from metal (which is tied from the smelter). You'll have to create the steal resource of course, but it shouldn't take too much to tweak from that thread what you want.

7 Replies 3,070 Views

Uploaded version 0.40: [quote] v0.40 - The jar file is now contained in an exe, to make running it easier for everyone. - A splash screen was added while the program loads. - When a mod directory is chosen, the app will now restart to rescan for all xml nodes. - Bloodline description box added on right hand side. - The xml files are no longer display

68 Replies 242,676 Views

Uploaded v0.35. [quote] 0.35 - Changed unit displays from their display name, to their internal name. You can add one mod folder, and it will scan through it recursively (this may elongate loading time though). [/quote] Note that Stormworld's Blood trait descriptions are very long, and most get cut off in the tooltip. Coming in v0.4 Wrap the jar file i

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After messing around with adding a mod folder, I think I should change how things are displayed for the units (generic units, sovereigns, shopkeeper, etc). Since most of those display names don't matter, it's probably best to display by internal name instead. (Stormworld generic units have a lot of duplicate display names, as it's never displayed in game). This will make it easier when selecting units (instead of seeing 8 Urxen Sovereigns).

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[quote who="seanw3" reply="473" id="3267509"]How did you import SW into the FE Editor?[/quote] I was referring to the Race Editor I'm working on, not the spreadsheet that Kael released. Right now, with 0.31, you can specify one mod folder (non-recursive currently). However, it's only reading in starting unit types, and a few others (like sovereigns, and the generic units).

1,118 Replies 2,464,411 Views

HF: While working on the FEEditor, I noticed some errors in the xml for Stormworld (it was causing exceptions , although the app continues to run). expandedfactions_units_special.xml Unit_Juggernaut_Lizardman has a Color_Skin tag closed with Color_Hair. Ok, well, that was the only tag I noticed off. However, I'm getting some weird exceptions with units_sovereigns, and units_special. What did yo

1,118 Replies 2,464,411 Views

Ok, I uploaded this to the wincustomize site. I've also zipped it, and included the FEEditor.bat file. So you can just double click on that file, if double clicking on the jar file doesn't work for you. EDIT: I also put an alternate download link. I noticed that if I wasn't logged in, I couldn't see the page (on wincustomize). This could be just until it officially gets approved.

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[quote who="mywhiskey" reply="32" id="3267052"]I can't get it to work either when I double click. I have it in my downloads directory also. It did give me an option to extract the files so I did that and put them in my FE mods directory. Still didn't work when I ran the game. Is it supposed to come up in the game or is there an exe file? I didn't see any exe file in the extracted files, but I gather that's not the way to go anyway. Shogun, what did you do to get it to work? Wi

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[quote who="Supreme Shogun" reply="27" id="3265558"]Well no dice. I even tried shoving the jar file into the game directory. No dice. [/quote] That is just weird. It just doesn't come up at all? If you could try one more thing, I'd appreciate it. Do this in a command prompt: "java -verbose -jar FEEditor0.3.jar > log.txt" Then post the log. Hopefully this will show what errors are happening

68 Replies 242,676 Views

Ok, I uploaded 0.31. It just checks for the CoreAbilites.xml file in the selected directory. If it can't find it, you will be prompted to try selecting again. Let me know if the file doesn't look like that on your system (including case).

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[quote who="Supreme Shogun" reply="25" id="3265310"]I am baffled as well. Deleting that data file didn't make a bit of difference. Odd that it worked once. *shrugs*[/quote] Ok, I'll try to get a new version out sometime tonight or tomorrow.

68 Replies 242,676 Views

[quote who="parede" reply="23" id="3265006"]I Tried manually running the program, even opening it up with netbeans and copying everything to run it bot nothing worked... It asked me for the folder path the first time I ran it bit since than nothing appears. my op is windows 7 64bits if it helps.[/quote] Ok, I don't have a check in there to verify the correct directory was chosen. Go to your MyDocs/FEEditor folder, and delete data.da

68 Replies 242,676 Views

[quote who="Supreme Shogun" reply="21" id="3264569"]Here is a pic of the results at the command prompt - https://dl.dropbox.com/u/10708974/JavaPrompt.png [/quote] Try manually running it: "java -jar FEEditor0.3.jar" See if it comes up then. Is anyone else getting this as well?

68 Replies 242,676 Views

[quote who="Supreme Shogun" reply="18" id="3264412"]I uh can't get it to work. I thought I told it the correct path. But now when I double click it, something loads but I don't see crap. Help? Yes, I did download and install the Java Runtime. [/quote] Sorry you're having issues, I only have my own machine to test on. Hmm. Nothing comes up at all? It takes a couple seconds to

68 Replies 242,676 Views

Uploaded version 0.3. You can now set the output directory (it now outputs 12 files). Also, you can now select from the core bloodline traits for your new race. This bloodline has it's internalnames changed (and all core units assigned this trait), but you still may want to go in and manually modify the trait. (It's in newrace_coreabilities.xml). Also, if you hover over the bloodline combobox, the tooltip will display the selected bloodline's i

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[quote who="Aerion Istari" reply="15" id="3261831"] Quoting impinc, reply 14 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

68 Replies 242,676 Views

[quote who="esvath" reply="12" id="3261412"]This is wonderful! Add the ability to create new Blood trait, please [/quote] 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 trait is assigned to the co

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I should mention that it's currently now version 0.2. I found several bugs with 0.1 (other factions lost their heads amongst them). Now, if you use this to create a race type, you can copy the resulting files into your mod folder, and use the in game faction editor to create a new faction. Please let me know if you find any other weird issues as a result of using this.

68 Replies 242,676 Views