dangerlinto

dangerlinto

Joined Member # 4502282
0 Posts 9 Replies 373 Reputation

Probably too hard to mod in, but it would be appropriate if the POTG heroes got experience from some/all of the following: Leveling the town they are in (travellin' governors - weee! Creating a Wonder in the town they are in. Extra XP for winning a battle in the city and/or that city's territory where another Hero is not part of the battle. XP from any battle you win in which a Hero or Sov is NOT present. Rushing a building.

58 Replies 135,260 Views

[quote who="ntino" reply="16" id="3269411"] I am surprised that you consider this a rant rather than objective criticism as I was really going for the latter(yet you say these very things have all been mentioned - surely in an objective way?)! [/quote] I agree with many of your points - others demonstrate a small sample size of the games abilities. Essessentially, at the heart of your complaint is that the heroes and RPG elements in the game have little to

79 Replies 214,761 Views

[quote who="Heavenfall" reply="6" id="3268534"]Ah, I assumed you were already doing it from inside a spelldef. That is the only place where calculations like this work (and some improvements).[/quote] the problem with having it in a spell def is you can't use the calculations based on simply equipping the item. For example, if you want to give 10 Fire Resitance on an item for every Fire Shard, you are SOL, as far as I can tell I hope Sta

11 Replies 8,528 Views

[quote who="Heavenfall" reply="1" id="3266113"]Use CastingUnit, it will do what you want.[/quote] After several attempts on both armor and weapons, this is incorrect. I've added something like this to a weapon [code="xml"] Unit &

11 Replies 8,528 Views

[quote who="enoeraew37" reply="7" id="3266889"]My champ represents me and my hand making choice for them..it not ok for me and is not ok for those who represent me. @ Heavenfall Thanks I'll do that now! They still should change it for the people who dont mod/have helpful forum people to rescue them[/quote] No worries, OP. I got you covered. I have hacked the 1.01 patch of this non-online, non-mulitplayer game to make the salted pork into unleavene

185 Replies 535,744 Views

[quote who="Heavenfall" reply="1" id="3266930"]/mods/GFX/ [/quote] Thanks Heavenfall. Another thought - essentially in the end what I'd like to do is to mod the entire CoreWeapons, CoreArmor and CoreItems XML (mostly the first two) so that most goodie huts and lairs don't give out the same crap you can get by simply researching through the Warfare techs - I am seriously tired of leather armor ;) . I assume that if I

3 Replies 3,459 Views

I've made several new items and icons for those items, but putting them in the mod directory doesn't seem to work in game - the itesm come up with a blank icon. Is there a special folder in the FE documents directory outside the mod directory where I have to put these files?

3 Replies 3,459 Views

[quote who="Heavenfall" reply="1" id="3266113"]Use CastingUnit, it will do what you want.[/quote] Nice - seems like someone got a little lazy with their semantics! ;) It would probably better serve to be called something else - though to be fair a more generic catch all term escapes me at the moment so I might have just left if I was in the same situation too! :)

11 Replies 8,528 Views

So I'm looking to make some armor (and probably some weapons later, too) that gets better based on the number of Elemental Shards you own. However, I don't see a way to make the calculation based on that criteria. For example, in a spell, you have something like: [code="xml"] [/c

11 Replies 8,528 Views

[quote who="GaelicVigil" reply="2" id="3265244"]Somewhat related to #1 is how annoying the popup is for city leveling. Often I don't even know what city is getting leveled because the name isn't on there and I can't move the popup or the map to see what's underneath it. I can't tell you how many times I've accidentally turned a planned Fortress into a City, and vice versa because I couldn't tell what I was leveling.[/quote] Oh god, I&#

48 Replies 38,064 Views

[quote who="Lord Xia" reply="6" id="3265203"]I have yet to find that god damn pony! I search the world for quest after quest, and haven't seen it yet![/quote] The Pony kicked a lot of ass. My wife just thought it looked cute.

9 Replies 4,360 Views

[quote who="CogBurn" reply="68" id="3264834"] The "Improvement Destroyed" message now includes a button to go to the site of the former improvement [/quote] Great googly moogly! This patch needs to get released soon - between this and the Load crashes and the Quest Maps fix, I think basically everything on my list that not balance-related (which I'll fix in mods, anyway) will be checked off.

157 Replies 112,842 Views

[quote who="Heavenfall" reply="3" id="3264029"]I think it's a discussion of whether they should go for a high-cost very flexible system, or a low-cost inflexible system. If they keep adding different XML tags (not that they have added any requested by modders btw) then each new tag has a certain base cost in manhours needed to implement it. If they do a proper scripting system instead, it's a big cost but they unlock all those small opportunities as well without needing a small base c

6 Replies 10,374 Views

Ah! I missed that. I should have looked at Barbs, which does damage to the target and the caster and figured that out - I just see that spell so rarely used - it's hard guessing at tags! While a full on event-based scripting would be good for extreme modders, I think if you really want to sell the game on it's moddabiilty, you either make it decidedly easy with XML or you include really fantastic tools like Bioware did with Neverwinter Nights, because the casual mo

6 Replies 10,374 Views

So I've been trying to spice up the otherwise lacklustre supply of items, particularly weapons in the game. i was surprised to see so few event hooks for melee in the available XML (although maybe I shouldn't be, since really there aren't that many in the game) For example, the Tear of Cyndrum has this hook: [code="xml"] AdjustUnitStat UnitStat_HPFromKills [/code] I expe

6 Replies 10,374 Views