They just need the tooltip updated so it doesn't still show them being used when they are gone. They are a consumable resource and should be displayed more like the other resources
Aemun
Don't make them recoverable. Just take them off the list and subtract the lost ones from the total when they are lost.
[quote who="Voqar" reply="14" id="3676702"] I don't really agree with Stalker0 that a revamp of how admins are generated is needed. You already have a potential supply of administrators every 10 turns (similar to how a source of a resource at .1/t would yield 1 after 10 turns) - but it's up to you whether you replenish that resource or choose something else. Quoting , <a href="/
Can we have a category for administrators that are lost, decommissioned, Kia or whatever rather than having it say they are being used for a nonexistent ship forever? or maybe just remove them from the list and subtract them from the total availabile?
I would be happy if it would just change them in the administrator list from constructor (-2) to something like Lost (-2) or killed (-2). Rather than thinking they are still in use somewhere.
Doesn't seem like that should be intentional. Why would a destroyed ship need administrators assigned to it?
Sent a constructor to it's death to test this. No refund for it either.
Had a survey ship destroyed. Still says it is using an administrator. Is this intentional?
Tried it and it does not seem to work. Neither does MeleeAppliesSpell. I was trying to make a spell where the casting unit and enemy unit would deal damage to each other until one died but it does not seem to be possible.
Yeah then you could make trap skills and such. Abilities where enemies crossing into your border have to resist or be slowed, damaged etc.
Is it possible to cast a spell with a spell? I know you can do it with a melee weapon, but what about within a spell?
That's awesome. Did you have to redo the whole skeleton or just set a new anchor point?
Is it possible to use anything besides UnitStat_Level for weeapon and armor requirements. I am going to guess no. Heavenfall would not have to delete mounts out of inventory if he could restrict by race. I would like to be able to restrict weapons by abilities but it doesn't look to be possible. Anyone know if it is possible?
I managed to make a an off hand weapon that adds damage and dodge. Just set the Type to Defense and the Attachment point to the left hand instead of right. There does not appear to be any way to make it attack twice or make weapons that can be equipped in either hand. Here is what my XML looks like.[code="xml"] Parrying Dagger &
[quote who="Heavenfall" reply="482" id="3267908"] Quoting Aemun, reply 477I was going through your files and fixing those annoying "Ignore this line" parts that keep coming up. I came across a blood resource in the quest mods and could not find out what it was used for. Just wondering what it is. Stormworld_Quests\resourceattach\resourceattach_xml.xml[/quote] That is where I found them at. What are the resources for? I did not see them used anywhere.
This is one of the first things I changed in my own game. I was wondering if you found where to add the tooltip string. When I go to make a new map and pick one of my new map sizes the string says "String not found"
[quote who="rnowalk" reply="476" id="3267863"]I just downloaded the mod, and I'm having trouble getting it to work. I followed the instructions, but the issue is that my directory structure isn't exactly the same. Mine is Program Files x86 / steamapps / common / Elemental Fallen Enchantress. Once there, I did not see a Mods folder so I created it. I then copied the folders over from the download. I checked "Use Mods" but I see no sign of the new stuff
I was going through your files and fixing those annoying "Ignore this line" parts that keep coming up. I came across a blood resource in the quest mods and could not find out what it was used for. Just wondering what it is.