Phillybear

Phillybear

Joined Member # 5610827
5 Posts 53 Replies 140 Reputation

[quote who="wynandmeyering" reply="4" id="3410439"]Another possibility that might be nice, would be to add notes. Lets say you see a monster you would like to collar later, then you can make a note on the map. It's just an extra idea to consider.[/quote] That would indeed be SO awesome. I always tend to forget parts of my planning, especially in longer games or larger maps.

7 Replies 10,655 Views

It works perfectly fine with false and true, so I don't think this should be called a bug. (It was like that in previous versions as well)

2 Replies 2,627 Views

It certainly is possible. For the default races: Go to your Steam folder, then find: Steam\steamapps\common\FE Legendary Heroes\data\English If you don't have Steam, then go to your Stardocks folder, I guess. -Sovereigns are found in the CoreUnits.xml (search for Sovereign_[Name]) -Faction info is in CoreRaceTypes (starting units) and CoreRaceConfig (city names, colors, faction traits, alliance,...) -Bloodtypes are located in Cor

4 Replies 5,527 Views

[quote who="abob101" reply="10" id="3409714"] @Phillybear, Just curious, do you have your xml file with that new Resource Type in your mod folder? And if so, does it work... i.e. does it generate Wild Harridan resources on the map? Because I've got something similar but I found the resources don't generate unless the xml file for the ResourceType is in the Core folder, wondering if you experienced any different. Thanks.[/quote] &nbs

13 Replies 18,755 Views

[quote who="StevenAus" reply="8" id="3409565"] Don't worry, we all look like a fool sometimes. [/quote] It's just happening a lot to me lately :p

13 Replies 18,755 Views

[quote who="random_thoughts_7" reply="5" id="3409340"] Its not . Note the n: ShowN[/quote] That did the trick. Thanks for your help both. Much appreciated. Note to self: copy-paste instructions next time, it makes you look less like a fool.

13 Replies 18,755 Views

It's in the gfx directory. And I made sure that I had produced at least one before trying to look at both icons. Will try adding the gfx part to the code.

13 Replies 18,755 Views

Current code: [code="xml"] Wild Harridan Harridan Build a Cellar here to produce Harridan mounts. These spiders, normally hostile to anyone approaching their youngs, can be domesticated and used as mounts with the right technologies.

13 Replies 18,755 Views

I added an extra resource to the game, but this has given me 2 problems: 1) There is no counter on the UI showing me how much of said resource I have currently accumulated. 2) It is impossible to trade the resource, because it doesn't appear in the trading UI either. I can live with both of the problems, but for the sake of convenience and completeness, I'd rather fix them both if it's not too much trouble. So I'm looking for help

13 Replies 18,755 Views

Potential is pretty much a wasted skill point as it is now.

34 Replies 37,982 Views

Find the xml for the old units and change the tags to The game will not read the code in between those tags, so it won't use the units. You can just restore the tags to normal when you want the AI to use the base units again. It's easier to undo than just deleting all the code for said units ;)

6 Replies 60,753 Views

[quote who="Oblisgr" reply="2" id="3407893"] thanks[/quote] No problem. I hope some other people (that are better in modding than I am) chime in as well. 1 more thing about 5.: All units that you design in game will also be used by the AI when it plays that faction.

6 Replies 60,753 Views

1. You can mod quests that reward you with specific heroes. You'll just have to write the xml yourself instead of working with the in-game tools. Just make quests that automatically begin at a specific turn and has only 1 step: you selecting 'Yes' or 'No'. 3. I don't know if the game remembers the names you give cities in-game. The easiest way is to add the names to the RaceConfig of your custom race. [city name] fo

6 Replies 60,753 Views

[quote who="Apheirox" reply="29" id="3406413"] It doesn't work for the early game and, more importantly, you have *no* way of dealing with high unrest until you're into what would basically be Apollo Program late if it were Civ V.[/quote] One way of solving this would be by increasing the base unrest per city, but adding a few buildings in mid and late game that lower the faction-wide unrest per city. Each building would be 1 per faction.

61 Replies 174,846 Views

[quote who="random_thoughts_7" reply="3" id="3405971"] Unit not [/quote] Thanks, that fixed it. Good to know I can still make myself feel like a fool for not seeing that.

6 Replies 11,197 Views

[quote]#4 In my last game it seems I ran out of things to build. How do i obtain more buildings, and is there a building that can make armor for my hero or I can only use the stuff I loot? Thanks...[/quote] More buildings are unlocked through your tech tree. But at a certain point, you'll have unlocked all the buildings. So if you can't build anything new in a city and can't unlock buildings in your tech tree anymore, you're done building in that city. J

5 Replies 8,179 Views

I'm most likely trying something that's impossible again, but I'd like to run it by the more knowledgeable fellows of the forum before giving up on my ideas. The big idea was to make a bloodtype that increases attack by 1 each level and reduces defense by 2. In the current code there's also a line about HP, but that was just for testing purposes. [code="xml"] <AbilityBonusOption InternalName="B

6 Replies 11,197 Views

One of my custom factions has a unit with Fire immunity, but the AI still keeps attacking it with fire attacks, even when there are several other units in my army.... I can understand that the AI is programmed to gang up on a certain unit, but it is quite silly that this means that it passes up the opportunity to damage other units by attacking a unit that is guaranteed to take no damage.

2 Replies 7,241 Views

[quote who="GFireflyE" reply="1" id="3403320"].just make the AI capable of upgrading Outposts. [/quote] This is a better idea imo. Might be hard to make the AI decide which Outposts are worth upgrading though.

10 Replies 5,634 Views

[quote who="RottenBeggar" reply="7" id="3401818"] Im loving the game at the moment havent had it long but its awesome. Seen as we are visualizing skeletons and the like, how about a random hero undead unit, maybe gained by some sort of summon dead hero spell one only of course. Anyways keep up the good work. [/quote] There are most likely some mods floating around that include undead heroes. Or you could just make one of your own, I have an entire undead faction

12 Replies 138,447 Views