I should have mentioned this is a strategic spell. I'll check out destiny's gift. Some text is better than nothing. I think you are right about the popups, although when you get an item, you get a popup, but as far as I can tell that is hardcoded and just uses the description from the xml.
Murteas
Hi all, Has anyone figured out a way to get a popup with a game modifier? I have a spell I've been working on called Fortune's Gamble. The spell itself works great, but it is sometimes hard to figure out what it did (it gives a random "bonus" to the player). I'd like to simply popup a message that says "You got 10 gold" for example. Any suggestions?
Yeah, definitely e-mail support and maybe check the debug.err file found in My Documents/My Games/Fallen Enchantress/debug.err. It should have a lot of details about what is happening that will help them identify the problem. Also, you may be asked to e-mail in the saves, so don't get rid of them. Good luck. Also are you using any mods? did you delete any mods when playing?
Or just a general open/closed borders option with a certain faction.
How about War Dogs. Or Battle Hounds.
[quote who="Heavenfall" reply="876" id="3289877"]I thought about it, but it's just soooooooo boring to do (tedious xml). And I almost only mod stuff that I find interesting to mod.[/quote] I could help with that. I love doing tedious stuff. ;) Maybe I could code something up that would be able to make other races of type bandit. I was already thinking of making a high level bandit to help the bandit lord. I'll see if I can get some storm
Wohoo! Downloading the new version.
Agreed. It's a lot of fun. Good time to try it out.
Interesting... I'll have to check it out. Looks similliar to some of the editors I started making. How did you generate the classes for the xml serialization? Did you generate your own xsd? Thanks for sharing this with the community.
[quote who="s23k" reply="2" id="3283580"]Holding the center mouse button allows pitch and pan for the camera, but it does resolve back to the default pan when released.[/quote] There is a setting in the options that says "camera snap back after rotation" if you uncheck it the camera will stay in your changed rotation.
Version 1.1 is up. Fixed a bug with the wizard type retrieve item quest. It wouldn't give you the item you were looking for after defeating the monster. So I've uploaded a new version and fixed the sample quests. Uploaded to both nexusmods and wincustomize. Just waiting on approval for WinCustomize.
Remember that the AI can pay other AI players to attack you (Kraxis does this especially). So if someone has alot of diplomatic capital or gold then you might be a target if you are doing well.
Note - Here is a test map to use to test your quests. Make sure you are in player 1 position and then add just one more player when you load it. The quest should be near your starting position. It is still helpful to use the cheats, but not strictly necessary. Currently, it loads only one quest on the whole map. You'll find that quest at the bottom of the xml. Just replace QuestWizard_AshrillCry with the name of your quest. Hopefully that
[quote who="mqpiffle" reply="264" id="3280163"]Are people uploading their quest creations to FE Nexus? Please do if you're not.[/quote] Yes please. I am soon going to start making some more interesting quests (instead of just examples), so I want to try some others quests as well. I am going to start making a few video tutorials for the quest wizard. So if you have any questions you want me to answer
[quote who="Henrikwj" reply="262" id="3279892"]I pointed to a specific folder (C:\Program Files (x86)\Steam\steamapps\common\Elemental Fallen Enchantress - Master). When trying to start the wizard, it crashes. However, if i point to the real folder there's no problems. I imagine there's either a hardcoded path or maybe it doesn't work with modded FE . Maybe I don't know where to edit the mobs in the wizard, but I haven't found it yet. Any help
[quote who="Henrikwj" reply="260" id="3279627"]Does this contain hardcoded paths? Having a custom folder with elemental in it crashes the wizard. The wizard doesn't load/remember the objectives set when creating the quest.[/quote] I'm not sure what you're refering to. At startup the wizard looks for the registry setting for the installation path of your game, if it can't find it it should prompt you for the install path (that is as of version 1.0). &nb
[quote who="parrottmath" reply="1" id="3279286"]Couldn't a person make a tiny map that has the quest on the actual design? Then you can test the quest to your hearts content. Edit: Yup that should work. Just place the quest next to each start point and you should find it without cheats. Time to create less than 1 minute .[/quote] Yep. works great. Thank you!
[quote who="parrottmath" reply="255" id="3279289"] Quoting Murteas, reply 253The other way I can think of is to create a custom map that you populate only with your quest and a starting point for you & an enemy on an island. You'd have to mod the xml though to get your quest as they don't show up in the workshop. They actually do show up in the workshop. My test quest showed up at the very very bottom. The item editor would be a nice feature. Part of the
I know, I know I am the quest editor guy, I should know this answer but I don't have a really good way to do this. Any one have suggestions on how to test a new quest. Currently I just set the likelihood to 100%, and set it as a starting point quest then use cheats ( https://forums.elementalgame.com/420206 ) to find the quest on the map and teleport to it. So any other suggestions as that is a li
So for testing quests I usually use the cheat codes. You have cheat to the end of your target line in the executable properties: i.e. something like this: "C:\Games\Stardock Games\FallenEnchantress\FallenEnchantress.exe" cheat Then you can start a new game and hit Ctrl-U to see the whole map. Ctrl-T will teleport the selected character to your mouse location and you should be able to find your quest. I am sure there is a
Yes, there was another Dino FPS (I never played it) called Dino Beatdown, it got killed in the reviews. apparently wasn't very good. I've just been enjoying this one (I don't buy many FPS games) and I thought I'd see if anyone else was interested. :)
I remember we tried to do something like this in the Grimoire in WoM. Never could quite get it working. We'll see what happens here.
Can you tell us how you got it to allow mulitple summons per champion/sov? I only see a trait that makes it so you increase the level of the summons you get. Does that also increase the number of summons at a time?
The tile you create in the builders forge will save by default to the My Documents/My Games/Fallen Enchantress/Tiles directory which should work just fine with mods. Whatever name you give it when you save will be used as the internal name (this is the name that you need to use in the quest wizard). It is a single xml file. So for example if you create a new Cemetery looking tile and save it as Wizaerd_Cemetary_01. Then in the quest wizard if you wan to use t
No quest chains currently, but you can certainly have a single quest that looks like a quest chain (ie. you do steps 1 -5 get a reward, then 6 -8 get a reward, 9-12 get a reward). I don't know if that is what you want to do or not, but it should be possible. As for custom tiles, right now you just have to specify the tile name, it won't prepopulate in the list (currently I only preload the default tiles). However, you shouldn't have to put the path or anything i