I admit that after playing around with TileYields quite a bit, it's unclear to me what makes them show up on the map, and I can't say that they do or don't always work. For example, I attempted to make cliff/beach tiles have yields, and that didn't do a thing (visually, or on mouseover). And yes, I know that there is a setting you have to set in the environment section to make the yield go active...
joekraska2
I think it's just a copy paste thing, and it's the "hard way" of summoning a city archer party twice.
I did this, too. What appears to have happened is that the ground is cosmetically flat, but logically still mountains. You can tell if you hover the mouse over the terrain, and look at the terrain info on the mini map. My game is modded. Is yours?
Hi, I was toying around attempting to add resource values to Hills, MountainSide, Cliff, and other terrain features. This appears not to work. For example, I have added this to the Hills TerrainType: [code="xml"] Resource TileYieldMaterial
See here: [code="xml"] 1.0 4.0 45 <
I am not yet certain, but I have tried checking "randomize player starting locations," and then unchecking it. I do this even though it's not checked. So far this has worked, I'll post an update here if I get a problem with using this strange method. Stardock would likely wish to know about bugs in the editor, but just wants everyone to be patient with them while they slow roll it.
Thank you for that. For elemental defs, you wrote: " another container that requires you to copy all the contents of the files if you wish to mod a single one. Most tags in this file should be treated like a top-level node. " I understand the first sentence well enough: it seems to be saying that if you want to mod elemental defs, copy the entire file (or modify it in place), however the second sentence says that the tag can be a "top-level node." What did you mean by this las
Hi, Under which circumstances is it safe to override a core file by exception. For example, can you have a single mod that overrides elemental defs like this: [code="xml"] DisplayName DisplayName
Hi, While working on a new map, I saved it, and reloaded it (by exiting the software completely, and restarting, then reloading). When reloaded, there were strange random starting locations spread all across the map, including in the ocean. There were also random wild lands spread randomly across the map (perhaps roughly one of each possible wild land). This is very odd. Does anyone know what causes it? I would like to avoid that. I know how to manually strip them out
Stillpersists, 1.11?
I looked around using findstr on the XML files, and could not easily find an answer. However, I'm not really sure that adding a single militia unit will do very much for you. If you really want to change the defensive balance of the game toward cities, it might be best to override the various militia unit types and increase their strength.
So, when I save a particular map that I have, the map editor generates about 28,000 Master_Quest and Burning_Lands tiles in the map file. I can see this in the XML, when I read it. This causes the game to hang. when I delete these entries, reload the map, and resave, it puts them back in. Tis a strange bug. I believe from reading the other map.xml files with the game, this sort of outcome is unexpected.
Hi, I am able to successfully find and open the zip file containing a crash log for FE. I am wondering if it is possible to put FE into a detailed logging mode. My game is crashing on load of a custom map I just made, and I suspect that the problem may be that one of the goodie huts or other features that the map editor lets you add to the map itself has some sort of implementation problem. I would simply like to know which asset this is, so that I can remove and not u