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Showing results for tags 'fallenenchantress'.
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Hi, Can someone point me in the right direction to create custom heroes (champions, not sovereigns)? I have found some great mods that add tons of new heroes, but I'd like to be able to make my own. Many thanks!
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I have made a folder in documents/my games/fallenenchantress/mods and filled it with mods. none of them show up. I can't find any information as to how to install mods
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fallenenchantress File containing store bought items
mystang89 posted a topic in Mod Troubleshooting
Hi all, I'm a complete noob for editing files and modding things so I have a few questions which google didn't answer. I'm trying to find the file that contains a list of items you can buy at the shop so I can add in a Potion of Restoration and also edit the cost of the Iru Elixirs. Anyone know where this file is and also would this require a mod or would this just be editing a file? -
I personally dislike only being able to choose between 2 randomly selected champions when I hit a fame milestone. Currently I end up savescumming to try and get an appealing champion, but that is far from a desirable method. What I would like to see is a mod that either presents a greater number of champions for selection every time I hit a fame milestone (so instead of 2, we might see 4-8, whatever fits the screen), or else a mod that adds a button to reroll the selection, such that I can keep hitting that button and seeing a new set of two champions until I find one I like. Edit: For legendary heroes. I copypasted my thread from the FE:LH modding thread on the games own site, I really should have put some thought into editing the title to better match with the nexus.
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Being cheeky here and was wondering if something like this was possible. Would be amusing to change champions I get to opposite genders.
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Is there a way to mod a completely new race with new abilities?
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Hi I've been enjoying FE and a few of its mods, but I have recently come into a problem, I cant seem to find any way of making a custom trog faction at all (I dislike playing non-custom factions, and I want to try different things out), I have checked about and heard people talking about custom trog factions, but nobody is saying how to actually make one, in the Faction creator I simply cant pick Trog blood at all. Anyone know a workaround/mod/other way to get around this? Thanks in advance
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Hey all, I'm not sure if I'm going to be committing fully to an FE purchase, but this was my first stop after playing a couple of rounds with a friend of mine. The first thing I checked for were UI improvements, because I was thoroughly unimpressed with the game's interface. In particular, managing cities' production queues was awful, and creating armies wasn't much better. It also seemed incredibly difficult to be able to locate all of my units in one centralized table, akin to the "military overview" in Civ V - though maybe I just missed it, since our games together weren't very long? Still, with a few units in a city and a few out in the world, suddenly that list of units/armies/cities on the left just wasn't cutting it. Too scattered. If games go longer or get bigger, I can easily imagine losing track of champions. Any modders out there who've noticed the same deficiencies? Is there any way to change or fix these issues, or are they embedded too deeply into the code to tweak with the available tools?
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Would someone plz make a good pfd or youtube video explaining how to use the map editor. Like creating or editing starting area resource tiles. Setting specific starting areas. The only thing I found online about the map editor using a google search was pretty much a few sentaces and not very helpful.
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I've been wondering and I think that an army size capped at 9 is too small, another thing i've also noticed is that when you are moving units you can't pass them though any other unit you own and thus causing some pain when micromanaging these units in battle. Well I would thanks any modder that could address these issues, it would improve gameplay a lot. :thumbsup:
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I've been interested in modifying existing meshes and making new armor meshes. While the Elemental: War of Magic "Sovereign Modding Pack" (Stardock Forum Thread) is an excellent start, exactly how it all works together I still find confusing. It's possible this is just because I'm a 3DS Max user, not a Maya user. I've used the Havok Content Tools to import meshes to the game that I can use as static props when creating buildings, goodie huts and improvements, but I'm not sure where to start for modifying sovereigns. Anyone have any tips or useful files, especially any related to 3DS Max? Ideally, I'd love to have the base sovereign models skinned to their skeletons and set up with their material settings all in one file for each gender. That would provide a perfect foundation for creating and skinning new equipment. Better yet, I'd love to be able to extract the existing armor meshes from the game to modify them, though last I'd heard we had no way of doing that yet. Same for weapon models. Any news on that front? (A little chiming in from Heavenfall might come in handy right now, among others.) ;)
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Hi all, Frogboy from the Elemental forums here! I plan to start uploading some mods here during Thanksgiving break.
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I'm not sure if it's just me, but I REALLY miss the dynasty system from Elemental: War of Magic. If anyone would be willing to create a mod for placing this feature into the game, I would very much appreciate it. I'm an artist and amateur coder, but I can't make a mod for this on my own. If whoever creates this would like help I would be more than happy to help out someone who has the modding knowledge to make this work in any way I can. Thanks in advance, everyone! ^_^ Edit: I also found a post on the stardock forums that reguards this and thought I should add a link here. This was not posted by me, but it caught my eye. Dynasty System post on Stardock Forums I found a topic on the Stardock Forums that refers to how to activate the dynasty system in game (as it mentioned, it is probably very buggy, but it might help any modder start their work {maybe? >.>;}) Click Here Edit No. 2: I scoured through the code files in Elemental:War of Magic and isolated a few bits that were obviously involved with the dynasty system... perhaps they might help? I know that the bit in the "ElementalDefs" file is pretty much the same as what's in Fallen Enchantress, so I'm not sure why the dynasty system isn't active. . . Part of the NPC quest to rescue the knight (this is the offer of marriage): <GameModifier InternalName="MarriageProposal"> <ModType>Player</ModType> <Attribute>MarriageProposal</Attribute> <AffectedUnits>Female</AffectedUnits> <StrVal>Would you like to propose to the knight?</StrVal> </GameModifier> Player talking w/ NPC/AI: <FlavorText> <Topic>Talk_ArrangeMarriage</Topic> <Text>I understand you have a child eligible for marriage. Our combined dynasties could rule this world.</Text> <Text>Rumor has it that your child has grown to be eligible for marriage. I confess I don't pay much attention to these details but perhaps we can arrange something...</Text> <R_YES>Talk_Generic_R_YES</R_YES> <R_NO>Talk_Generic_R_NO</R_NO> </FlavorText> Second mention for conversations w/AI: <FlavorText> <Topic>RejectedProposal</Topic> <Text>I'm afraid I must decline. Your reputation is just not sufficient ([REPUTATION]) to justify me marrying you. Once you have proven yourself worthy you can ask me again (My Reputation: [LEVEL]).</Text> <Text>I am flattered at your offer. But I must decline. Your reputation is just not sufficient ([REPUTATION]) to justify me marrying you. Once you have proven yourself worthy you can ask me again (My Reputation: [LEVEL]).</Text> <Text>I am honored by your proposal. Sadly, I must decline. My family and guild will not permit me to marry until my suitor has a reputation greater than mine. (My Reputation: [LEVEL], Your Reputation [REPUTATION])</Text> <Text>I wish I could say yes. However, my family will not permit me to marry you until your reputation is greater than mine. (My Reputation: [LEVEL], Your Reputation [REPUTATION])</Text> </FlavorText> <FlavorText> <Topic>RejectedProposal_JustMet</Topic> <Text>While I find you intriguing, we just met. Perhaps once we get to know each other better we can revisit this..</Text> <Text>My, aren't you forward. We just met. Slow down, tiger.</Text> <Text>I'm not the kind of person who just jumps in bed with people they just met.</Text> <Text>I think we should get to know each other better first. Ask again once we've spent some time together.</Text> </FlavorText> In ElementalDefs: <!--** Dynasty stuff **--> <Dynasty_MaxNumChildren>3</Dynasty_MaxNumChildren> <Dynasty_ChanceToMarry>0.1</Dynasty_ChanceToMarry> <Dynasty_ChanceToGiveBirth>0.1</Dynasty_ChanceToGiveBirth> <Dynasty_TurnAgeGrown>100</Dynasty_TurnAgeGrown> <Dynasty_TurnAgeOld>600</Dynasty_TurnAgeOld> <Dynasty_MinTurnsBetweenChildren>20</Dynasty_MinTurnsBetweenChildren> <Dynasty_MinTurnsUntilMarriage>50</Dynasty_MinTurnsUntilMarriage> <Dynasty_ChanceToChangeAllegiance>0.67</Dynasty_ChanceToChangeAllegiance>
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I don't know if it is possible since I didn't saw mod that adds new research but I think that this game would be even more awesome if someone could create mod that adds more technology to research, both more primitive and MUCH more advanced for example: -fantasy world version of stone age - technologies like: wheel(civilization research), stone weapons(military), primitive rituals(magic) and other stuff like that. -fantasy world version of modern era - technologies like: magic powered comunication device(something like cell phone), magic guns, magic powered device(like magic reactors, magic computers and others) -fantasy world version of future age - technologies like: magic powered robots, magic version of genetic engineering and others. and other eras(fantasy versions) Some people will probably think that it doesn't fit with fantasy world but I disagree eventually more advanced technology will be needed to better understand magic. Clarke's Third Law says: "Any sufficiently advanced technology is indistinguishable from magic." but opposite is also true: "Any sufficiently advanced magic is indistinguishable from technology."(called "Sufficiently Analyzed Magic" on tvtropes.org). "Sufficiently Analyzed Magic is a philosophy, whenever you find wizards, witches, sorcerers or mages who decide that lore and intuition is not enough: They want to understand how magic works and will do so through empirical evidence and experimentation. You have the beginnings of Sufficiently Analyzed Magic." and "Empirical evidence and experimentation are the cornerstone of The Scientific Method, and there is no reason that it should be any less effective at discovering the details of a self-consistent series of rules just because it's called "magic" rather than "physics"." ideas for these technologies is based on books, games, movies, anime and others. for example: -Thor in thor movie said that: "Your ancestors called it magic... but you call it science. I come from a land where they are one and the same" also "The Destroyer is indistinguishable from any old super-science giant robot with a death ray, and if you took the operational end of the Rainbow Bridge and dropped it in a science-fiction movie, people wouldn't blink twice and simply consider it a teleporter or stargate. in The Avengers Destroyer is reverse-engineered into energy weapons and a Bifrost-like portal is built using real physics principles." -witchers from witcher books/games are mutants created using magic herbs, there are other examples of genetic engineering in witcher books/games. -fairy tail anime/manga - Most of the technology in Fairy Tail is powered by magic, from cars and motorcycles to orbital laser satellites(O.o). -Magical Girl Lyrical Nanoha anime/manga - lots of magic technology including magic wands equipped with AI(from very basic to fully sentient O.o) and magic space ships. -Mahou Sensei Negima! - technology seems to have been more or less fully integrated with magic. Magic Guns are considered antiques, The local Robot Girl runs partially on magic, and there's an entire Magic Internet that can be accessed by magic books or computers complete with program, hacking, and virus spells. Not to mention Magical Flying Warships and MANY others. -world of warcraft - has Dimensional Ships are vessels, created and operated by the naaru, that can travel between worlds(planets), In the Warcraft lore, there is an entire class known as techno-mages that combine their spells with their inventions to make interesting things happen. A lot of the Draenei technology mixes magical crystals and advanced computer parts. Meanwhile the Goblins use plenty of Steam Punk technology but aren't ashamed to give things a boost with magic should it be required. and MANY others. most of this info comes from tvtropes.org ps. sorry for bad english
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:biggrin: Hi. I was hoping some one out here knows if there are any rare or uncommon city special level ups because I have never got one, I've never know how to enchant a city either... (go figure) and I haven't been able to find a file that gives me the "level ups" for the cities so i could turn off uncomon ones ( delete put 1 or 0 w/e) any and all help is appreciated!! :biggrin:
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First of all, im a "hardcore" 4x gamer so i dont appreciate *easy mode* gameplay much. So please view the following request from that perspective :) Id really love a mod that makes reviving fallen Sovereign/Heroes cost money. Currently losing your Sovereign in battle just results in him being resurrected after the battle for free at NO PENALTY whatsoever (provided you win the battle). Thus you can just rush in with you Sovereign and let him take all the damage, knowing that even if he eventually dies it costs you nothing. Losing troops on the other hand definately costs you which IMHO just isn't right and makes these Sovereign rush-ins feel quite a bit like an exploit. I think a good rivival cost formulae would be something like [hero level]^2*10, so that reviving a lvl 1 hero will cost 10g, lvl 5 hero - 250g, lvl 10 - 1000g (may seem abit too much but its actullay about the price of recruiting a new lvl 9 hero so i think its fair)
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A hotkey system for casting spells in the world map would be nice, or perhaps just casting the last chosen spell. Opening up the spell book over and over is monumental pain in the arse! :down:
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I've been trying to download mods for the past two days but every time I do I get an error about the file being down. I saw the news about the cluster move, but I also saw that they said everything would be back up in a few hours. Am I missing something? Edit: Nvm, I solved my own problem. The fallen enchantress board doesn't have anything on the subject, but the main forums did. My bad. Please ignore.