I overall agree with what you said too. I think one thing that would be really neat is for there to be spells which convert terrain for the terrain based heroes. Spells that create arctic terrain or the like to give them more of a stomping ground. Then it makes you have some interesting decisions on what kind of terrain and heroes you use where.
bmorris2
And the tinkerer doesn't get the bonus crafting components when he takes certain skills.
They did say to ask around the forums, but I specifically asked towards the beginning if they were going to release any documentation and he said he would, because he had documentation given to those who helped write some of the quests. For example, it's hard to know how to write a quest and have the sorcerer king get upset when you start throwing up multiple outposts when you don't know what the trigger is.
Yes, but that doesn't help with knowing what the triggers do. I can read the XML fine and modify it, but when they do thinks like 654 , it is helpful to know that number stands for. It also doesn't absolve the fact that they said they'd post documentation and haven't.
Anything on this? I know during one of the dev streams they said they would post the information on this kind of thing and nothing has been posted. Kind of disappointing that you have a dev stream where you talk about it and then don't post what you say you will or answer questions like you said you would. I figured I would comment after over a week with no response of any kind.
It is entirely possible I've missed it, but it doesn't appear as if there is a delete function for terrain in the map editor. So, if I put down a river, I cannot delete it. Even choosing a new terrain (such as water), simply makes the river appear over the water.
Hi there: So, I was looking to make my own quests and work in the XML, but I realized something. I was looking at Core Quest\SK_Interaction_CityBuilt_01.xml because I wanted to know how to make it spawn a quest if a Outpost was built. But, it seems like what triggers the quest is something called "TriggerData" which is a bunch of numbers. Can we get a list of what the different triggerdata numbers are and mean? Thanks in advance.
Oh...Modding discussion.
[quote who="merlinme" reply="6" id="3587238"]7) I gave Workers Hammer as an accessory for my Rescued Old Man who was garrisoning one of my cities, doesn't seem to give the +2 Hammers I was expecting. [/quote] Well, technically, it gives +2 TileYieldMaterials. That makes me wonder if it gives it only when on the tile that gives resources.
There is a difference between a level 5 tandis and a level 3 Slough. Tandis would have a base damage of 13, +5% crit, and 23 hp. Slough would have a base damage of 12, poison 8 (base 5 +3 for level), 27 hit points, and no crit damage. So, Slough is going to be tougher well before equipment, doing more damage overall because many units don't have a resist too, and have more HP. Not all heroes get a bonus to their base damage, Slough does not. They
That might be true if you got them at the same point, but that's not the case. You typically don't get them mid/late game, depending on how far you start away from them. By that point, someone like Tandis has several levels, which makes his damage/HP/Defense pre-equipment on par with them, if not way past them. Furthermore, you almost always by that point have weaponry that's not the starting equipment (hunter's bow or sword), which pushes you past them. 
OK, so I've started working on a mod for the heroes to either fix perceived broken things and/or fix oddities. I've made it so all the heroes can use a weapon. What I've done so far: The Avenger can use a sword. Will come equipped with a sword. The Boglord can use an Axe. Will come equipped with an axe. Ifris can use a sword. Will come equipped with a sword. What I'm looking at: R
Hi there: This is definitely something the Dev's will have to answer, but is there any for when GiveItem to make it so that you can have it be randomly by type? So, something like RandomCommon, RandomUncommon, RandomRare? Maybe even something like RandomCommonRecipe? Also, what is the point of having this option for if you are hard-coding all the loot? [code="xml"] Common [/code] Thanks in advance.
So, I was thinking the Avenger should be a sword, the Boglord an axe. What do you think Ifris should be?
Would it be more interesting if there was the possibilities of different heroes or are you talking like much broader skill trees?
I like the Mages (Pariden). Their hero (Xii) is one of the best heroes in the game, probably a tad OP to be honest compared to the rest. That's really the one reason to like them.
Yeah, I don't know how to make items drop (yet). Looking into it. And, looks like there is something with adding the recipes that might be problematic. It looks like all the treasure is hardcoded, there is no randomization, which means modifying the quests too so they can be included. I'll look into it more.
If they don't say they will for 1.3, I'm sure I can make the file. Granted, it might not have great artwork, but something could probably be done by modding.
Ok, so I did a lot of digging in the XML files today because I got real curious about why there are so many cool staves, but why I can't find recipes for them and the answer is real simple. The recipes are not there. So, for example, there are recipes for the following staves: Staff of Freezing Staff of the Furnace Hailstone Staff Leht Staff Hellfire Staff Swamp Giant Staff And that's it. 
Hi everyone: I'm curious if anyone has ever found any of these items? War Staff Caster's Staff Queen's Staff Monk's Staff Sindarian Staff Staff of Souls Banishing Staff (I suspect someone might have seen this) Battle Mage Staff Cleric's Staff Haunter's Staff Necromancer's Staff Spellstaff (I suspect someone might have seen this)
Well, I think that a lot of what people want is doable from what I see from the xml. More heroes? That is relatively easy if you are using the same type of units or similar ones. Or if you really don't like a hero and want to make them weaker/tougher. The same with adding more items to enchant. I've been thinking of working on this as a mod - making the items available better. I guess my problem is I don't have the graphic ability to make new
It's not that they need swappable weapons, but that three of the heroes cannot use any weapons at all. It's a matter of simply adding something like: [code="xml"] CanEquipSwords [/code] to the three heroes listed. Again, not asking for swappable weapons, but that weapons be added for the three heroes listed above.
4X if I only get one choice.
I can vouch that there are different types of axes. I've found in-game several different types (at least four). But yes, it does seem like some things got missed.
That's odd because it looks like it should have an option "Thank you, Paridenian." and you get favor, boots of ice recipe, and boots of fire recipe.