[quote who="Primal_Savage" reply="547" id="3433470"] Is it possible to add techs or is it only possible to modify current techs?[/quote] With the most recent version, we are allowed to modify techs, adding techs is not possible (without overwriting core files). [quote who="Primal_Savage" reply="548" id="3433482"]Is it possible to modify the (actual) game mounts w/o altering the CoreMounts.xml?[/quote] These are game item types, which overwrite and do not take modi
parrottmath
[quote who="webusver" reply="122" id="3433136"]I'm sure that UpgradePathID is needed 100%. About AbilityBonusType - not sure.[/quote] The UpgradePathID helps alleviate clutter on the unit card screen. Below I removed the Precision upgrade ID and you see from this picture, you have 2 separate icons but if you didn't remove the path u
[quote who="GFireflyE" reply="177" id="3432841"]This....could work but its cumbersome. Each wonder-base would have a unique resource. Every sovereign would start off with 1 of each of these unique resources....and thus, once consumed would never be able to build it again. (You'd still see it in the build queue though....could won't be able to build it.)[/quote] Problem is that if the wonder is destroyed for any reason, you would never be able to rebuild the wonder. [qu
Unfortunately, I don't think that is possible. There are several alternate solutions to this issue. What could be possible is the ability to build these bases as a prerequisite to build a wonder in general. It won't upgrade from the base building, but automatically be a separate building altogether (similar to how the forge of the overlord works). One could set up a special resource that each play starts with that is consumed when building the base. A pro
[quote who="admiralWillyWilber" reply="151" id="3431978"] She's in the founder vault. She doesn't look close to me.[/quote] Are you referring to the rejected version in the vault?
I'm sorry that I've not been helpful. I now know what you have been complaining about. Setting up spawning of 5 non-quest goodie huts and 1 quest goodie-hut. There are a few solutions to this problem. One, you can set it to spawn just 6 normal goodie-huts, and let the player return to the original quest location (for a translation of the message or code within the letter). Or you could set it up that one of these huts spawns another goodie hut that needs to be cleared
If you don't know the limitations, how do you know you are pushing them rather than exceeding them entirely? I was suggesting that you get the quest running first, then slowly add in the things that you want to have happen. When something breaks alter your plan or figure another way of accomplishing the same task. Hence pushing limitations. But if you only know what cannot be done, how do you know what can be done? Currently, I can create a quest when you arrive at a locat
I suggest at this point that you spawn only one goodie hut that succeeds and get the quest to work without those extra choices. I'm not sure if you can get the quest to run with a specific NPC with you or not. Once you get that working the way you want, add the other goodie-huts as extra spawns (don't add any quest dialogue or other quest conditions with them, they will take care of themselves). When working with quests, start small and work your way up to bigger and better th
So first I don't understand why you have quest condition 0 do nothing but spawn sites... it will immediately advance you to objective 1, but that is probably irrelevant. A problem I see is that once you clear objective 1 you go to objective -1... i.e. quest failure unless a choice dialogue is presented. If you want dialogue for your quest when clearing a hut use it in the quest hut treasure option. Its a small trick I learned looking at the goodie huts of cave wildlands. T
Could you not spawn 5 goodie huts and spawn 1 correct quest goodie hut. The questing should check that you cleared the correct goodie hut via a question condition. I'm not sure how you are implementing these things, but the above should work. Else, you could spawn several goodie-huts where you go to retrieve an item to receive the next clue in the quest. The clue could be given as treasure for clearing the goodie hut. Only one of the goodie-huts has the correct item, if you have N
admiralWillyWilber Looks like you are not clean of stuff... as the text you quoted is not part of what is written above. [quote]by Plus-HD-1.3" ...[/quote] Good luck in your cleaning process, as you are not completely clean yet. You may have to take some drastic measures to remove these things it appears.
part of the reason I've never released a fix I created for this city. All the attempts were not working as intended.
Have you seen the Syreens from Star Control? They have blue skin. Have you seen someone with Hypothermia? They also have a light shade of blue skin (it's a scary situation) I don't know why the focus on this individuals skin color. Even though Brad has suggested they have blue skinned Altarians, it could very well be a light colored Altarian and the blue colored panels are making the skin and enviroment blue. I think we need to test to see if this "blue skinned
A per planet basis is nice, but there are several planets that function the same way in many aspects. I have a group of research planets that I want to research all at a higher status than produce things, but then I've got economic hubs where I would prefer to have them at a higher money making aspect. So, it would be nicer for the player to set up profiles for a planet that sets all these aspects and you can choose that planet to use that profile and then you need only ch
I think as an empire investing in several areas of research make more sense. I would not however want to micromanage this but would like to see a synergy bonus to the other research in the area. Research a military tech and get some automatic research done to all available techs of that kind. Research Lasers at 10 research points a turn and get 1 research point for missles and phasers, if they are also selectable choices in the military tech, but no research bonuses in other areas, like Trade
Mines are an automated solution of the old days... one just does not have enough troops to protect all sides of ones boundary, this is where mines come into play, they are deterrent for those that would choose to go that direction to attack you. They were cheap and effect at the job of killing individuals willing to pass through that way. In modern times, there can be automated defense systems that can accomplish the same job more efficiently / effectively. Automated drones would be a
[quote who="Wetballs" reply="24" id="3428869"]My main beef with multiplayer in a turn-based game like this, is that it seems like they would have to water things down to keep the game flowing. I'd hate to lose any of the cool features we'd expect from a Galciv game, simply to accommodate multiplayer.[/quote] They have already said they are creating a single player game that has a multiplayer component on top of it.
[quote who="Hamshank" reply="4" id="3428913"]Tridus, paying interest on your debt is very important for your credit score, look up credit utilization ratio on investopedia, not to be off topic[/quote] You might want to check more into that one there... http://money.msn.com/credit-rating/7-nasty-credit-myths-that-will-not-die-weston.aspx To the OP... I don't
Well if they are providing asynchronous play in the method of e-mail or other method, a "hot-seat" can actually be accomplished on a single machine. There is no rules that you must send the e-mail to another computer. Run your turn, end the game, restart game load up next turn... it provides a HORRIBLE load time between turns, but it is entirely plausible to do 'hot-seat' in such a fashion. We will have to see the details of the asynchronous game-play they are constructing or
It's located in your steam folder as such, usually in the program files, but you can always click the property an select browse local files. ..\Steam\steamapps\common\FE Legendary Heroes\data\English\
You will only see the death one if you create a unique faction with Amarian blood that is empire. Same with the death adept ability for henchmen. Will only show up if you create an Empire with the Altar bloodline you will get Death Adepts instead of the life adepts.
The DeathAdeptAbility is new to the game (modified a core image) the other suits utilize already existing graphics (Fire Adept, Earth Adept, Life Adept, Air Adept) are already apart of the game. Every mod should be up to date with 1.5
I've used Internet Explorer, Google Chrome and Firefox on this site (without the ad blocker) and still do not see any videos of any kind using any of these browsers on the forums. I suspect you have some adware on your computer that needs to be removed.
Uh, that is the problem in general... unfortunately the flash player from adobe has been breached many times and there are not so reputable sites out there having download a player that is a virus version of the player... A simple google search will lead you to some of these sites http://forums.cnet.com/7723-6132_102-501780/adobe-flash-player-virus/ <a href="http://answers.microsoft.com/en-us/p
A simple mod for this would be to remove the standard city militia to begin with... or reduce the number for a city of level 1 / level 2, they can station up to 9 units in the city, but then they would only get 1 militia defending the city, thus a total of 10 units possible. Hence, hovels are a little more unsafe... There is however no mechanic in place to stop one from stationing 9 units in a city