[quote who="Valentine82" reply="34" id="3279697"] Quoting Wizaerd, reply 33 No, what people are get defensive about is when someone is obviously baiting them with "this sucks, that sucks, everything sucks. Stardock sucks, they blew it. Bland, borings, suck, sucks, sucks". Well the "Bland" "Boring" homogeneity problem is brought up in a lot of reviews.[/quote] And just as many reviews that don't. What is bland and boring to some, does not make it bl
Wizaerd
[quote who="Valentine82" reply="16" id="3270323"]I just wanted this game not to be so fking boring and bland, I've played the whole game and it sucks, the magic in this game sucks, the factions are all two flavors of vanilla crap, and this is something they could have done easily from the mechanics in the game to give the factions some identifiable differences on the map. The whole game sucks, it's bland it's boring and it's not immersive at all, it has all the mech
[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
Good day Murteas... So after our conversation yesterday ( https://forums.elementalgame.com/436784 ) I downloaded the Quest Wizard and gave it a whirl. Really good job in putting that together, it wasn't nearly as complicated to make a quest as I thought it was going to be. But... You knew there had to be a "but", right? I understand this is completely beyond your control, but perhaps you may know some
As long as they don't break the game, or introduce even bigger bugs, I'm all for the frequent updates!
It would be super swell if there were an editor. Perhaps one of the many talented modders here will undertake such an endeavor.
I've not come across this before, so thanks for the new info! However, is there any visual cue as to how many times it may have been researched?
I don't know if this is the right place to ask, if not I apologize. Do the Forge tools work for Rebellion? On the Downloads page, it says it was updated for Entrenchment, but I do not know if it works for Rebellion.
[quote who="Murteas" reply="18" id="3278667"]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. &n
[quote who="Murteas" reply="15" id="3278645"]However, you shouldn't have to put the path or anything if you have it in the mod folders already. [/quote] One last question if I may... I've played around with the tile editor, but didn;t save or anything else... Assuming I wanted to create a custom tile, for inclusion with the quest wizard, does the custom tile save the mod folder by default? Or do I have to move it there myself? (And if I do have to
[quote who="Murteas" reply="12" id="3278617"] Quoting Wizaerd, reply 8This is something I had wanted to do, create new tiles for stamps and new quests using the Quest Creator/Quest Wizard, but the documentation for creating such things and getting them added to the vanilla game is practically non-existant. I wanted to create some really silly type of quests for my own enjoyment, but until someone puts out a good tutorial or video, I'm stuck waiting. <br /
This is something I had wanted to do, create new tiles for stamps and new quests using the Quest Creator/Quest Wizard, but the documentation for creating such things and getting them added to the vanilla game is practically non-existant. I wanted to create some really silly type of quests for my own enjoyment, but until someone puts out a good tutorial or video, I'm stuck waiting.
[quote who="Glowing_Ember" reply="40" id="3277245"] Sigh since you necroe'd the thread, assassin demons are spawned by the dark wizard.[/quote] Actually, this wasn't true in my case, he was camped out on a goodie hut, right next to a clay pit and Air Shard that I wanted to build an outpost on. I wasn't even on turn 50, hadn't met any other AI's at all, and was exploring.
Last night, very early game I came across an Assasin Demon. It was labeled as weak, with 36 hitpoints. So my level 3 Sov, level 2 champion, earth elemental, and a group of militia (labeled as Medium) went up against it, and had my ass handed to me. Which pissed me off, so I tried again agter the 5 turn wait, and again. But wait a minute, he was labeled as weak, WTH?!?!?!?
[quote who="DsRaider" reply="1" id="3276508"]All user created quests and goodie huts will be placed on random maps according to their rarity. You have to include the created tile in a goodie hut or quest for it to spawn.[/quote] Is there any documentation I can look at to see how this is done?
I have never played any game with multiple save files, and I have never played any game by save/reloading if things don't go well for me. The fact that this is introduced into some games as an Ironman mode is quite humorous to me, because it's how I have played every game I have ever played. But then again, there is also a large number of games I have never completed or finished.
If I use the Tile Editor and create a really neato tile, will it be used in random maps or only maps I specifically create and use that tile in? Along that same vein, if I use this Quest Creator/Quest Wizard I see floating around here in the forums, and create a quest or quest chain, will they be used in random maps?
[quote who="rlane48" reply="14" id="3275231"] Quoting Frogboy, reply 7It should be noticeably better in tactical battles. I almost have it using its personal items better (i.e. Salted Pork) but i had to take it out because they may be making a game play change to that. What, changing salted pork to salted meat?[/quote] Frogboy, please tell us you're being sarcastic and this is a joke.
[quote who="Flohaxn" reply="8" id="3274632"]I find click dragging the map around much more comfortable then edge scrolling, so much that i disabled edge scrolling in the options.[/quote] If I remember correctly, click dragging is done with clicking the scroll wheel as if it were a button? If so, no thank. I strongly dislike clicking the scroll wheel it just does not feel natural to me at all. Does anyone know why there's no edge scrolling in tactical maps?
[quote who="Rath3130" reply="62" id="3274380"] Quoting Wizaerd, reply 59It would, because it would reallocate development effort, time, and resources from the SP to MP, all for a very small percentage of players. So yes, it would greatly inconvienence me. First, where is the evidence to support your claim? Second, the game is finished. DLC is added extra-take it or leave it-content. The majority or minority is irrelevant. We'd get what we pay for, and if
[quote who="Rath3130" reply="58" id="3274347"] Quoting Wizaerd, reply 53Quoting NorsemanViking, reply 52 Quoting Sentinemodo, reply 51Fb, will you press for multiplayer DLC if I buy this one? Please please, kind Froggie. I'll buy two of 'em if don't do any MP! Yes, because the game allowing us to play with our friends would inconvenience you Wizaerd. [/quote] It would, because it would reallocate development effort,
It's becoming more and more bothersome in tactical maps without being able to edge scroll them. Please please please add this in!!!
Yes, the city must be built immediately adjacent to a river for a harbor, or a river for a lumberyard. Snaking to these resources do not allow building of these.
[quote who="NorsemanViking" reply="52" id="3274274"] Quoting Sentinemodo, reply 51Fb, will you press for multiplayer DLC if I buy this one? Please please, kind Froggie. [/quote] I'll buy two of 'em if don't do any MP!
[quote who="willie sanderson" reply="3" id="3273458"] quoting postroads in river tiles don't seem to do much. i think it would be awesome if we could get bridges across rvers, automatically built whenever a road crosses a river (after discovering a certain tech?) that would allow the road to operate at normal efficiency for units walking along it, and not get slowed down by the water. Poor idea we don't need bridges. Fjords maybe....bridges nope. [/quote] <p