[quote who="Heavenfall" reply="1" id="3259540"]You have multiple XML files modifying the same ArtDef (GameItemTypeArtDef). You are effectively repeating the graphics files. If you for example copied a horse mount, your XML should look like this: <GameItemTypeModelPack InternalName="BasicHors
Strategist
I noticed that Capitar is missing this time around, what happened?
Alright, I created a mod that inserts a new custom race into the game with a new race_type. Like in WOM I went through the iteam files and added my race type to the list of others. However in game the items for whatever reason are doubling for all but my race. Even stranger, mounts in the game are doubling and stacking when equipped. Meaning, when I equip my characters with a house for whatever reason an unmounted modal of the horse is stacked right on top off my mounted characters as can be
I notice that option to propose to an NPC. Has marriage been removed from or doesn't require special conditions now before it will appear?
[quote who="Heavenfall" reply="1" id="3258369"]First problem I see is you have too many traits. Any trained unit can only have the maximum, which is default 4.[/quote] I removed two of the dragon's traits and working now, thanks for the help.
Okey, I've been busy trying make a an ability similar to the "Cult of a Hundred Eyes" abaility except this ability instead of training spiders allows the use to train a special type of domesticated dragon I created for custom faction. The dragon is weaker than the standard storm dragon, but quicker to train. I've been trying to get it to wear my custom faction ability allows the creature to trained in my cities, but for whatever it's not working. I set up the dragon in a way simil
After download 1.39B I've been trying to recreate a couple of small changes I had in 1.30, that I had to make to the core files to get them in game. The first was an increase in max army size through the ElementalDefs file and the second is a doubling of the number of caravans that Kingdom cities can support. However, after making my change for whatever reason they're not appearing in game and I can't for the life of me figure out way. In 1.30 you would merely need to delete data.
I've noticed that after researching economics and then saving. My saved games for whatever reason don't load and instead hang on the loading screen. Has anyone experienced this. I was playing on a custom map.
Is there a way to see changes to mods without having to start a new game?
I working making a custom race based off the Shaikan from the game Spell Force 2 and I want to know if it was possibe to: 1. Make a Dragon Champion 2. Have a Champion spawn in the game along with a sovereign at game start. I've figured out the second question, a little, and created a custom history that allows a non-Champion Dragon to appear in the game with my sovereign, but I haven't been able to do the same with a champion. What I've figur
[quote who="Heavenfall" reply="1" id="2976885"]Yes, check out how the trading techs are done.[/quote] Thanks
Is there away to increase the number of caravans kingdom towns can support?
When playing I've found that every now and then the game will create this empty tiles that for whatever reason I can't build upon. There's nothing in the tile it's completely blank. I've also run in the problem of quest icons not activating when my champion lands on them. I'm current playing on a custom map and would like to know if that is common for a random map as while and if there's away to fix these two annoying bugs? v
I was looking through the AI Defs and I noticed I noticed than when designing units the AI doesn't taken horses into account. So I'm curious to know if anyone's seem the AI actually use cavalry or ship transports?
[quote who="Heavenfall" reply="1" id="2790560"]CoreMagicEquipment.xml[/quote] Thanks
Alright, I need help. I search every file so far and I can't find which one holds the cloak thwarting so I can add my new Modal Types to it for my custom races. Can someone help me out?
Thanks for your help guys
I am, and how do I add one?
I was wondering if its possible to add new Unit modal types, and if so how?
[quote who="econundrum1" reply="1" id="2785319"]I think the tiles issue may just be because you can't build on certain tile right against cliffs for example, goody hut, special resources and a few terrain types. Haven't seen it in the current version otherwise. I have seem quest bugs in higher level quests where the target doesn't appear and/or steping on it does nothing.[/quote] But that's the thing the tiles aren't near cliffs are goody hunts, and it'll hap
While playing the game I've across two annoying glitches while playing on a custom map. The First is that some the I will unable to be build a certain tile even when its empty. can't even use land effect spells on it, and the second is that quest don't always activate when you move your champion over to them. Has anyone else come across this, and does anyone know a way to or if either of these glitches will be fixed in the next update?
I was wondering, are their only good and evil alignments? Is there no neutral path to be walked? and what does ones alignment effect anyway?
Thanks for the info Frogboy, do you think also give the code need to create new data.zip files so change we make to tech trees will so in the game?
[quote who="kryo" reply="4" id="2775567"]Confirmed, it should be added in the next update.[/quote] Thanks Kryo
Custom maps can't be loaded into the map maker anymore