Heavenfall Heavenfall

[eMOD] Bugfix Mod 1.7 for Elemental 1.06

[eMOD] Bugfix Mod 1.7 for Elemental 1.06

I'm deleting this post since it's become obvious that only pirates are downloading it.

For legit users, update your game and find the appropriate version here: https://forums.elementalgame.com/395013

 

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Reply #51 Top

Quoting Axis1354, reply 48
Been trying to use this (and a few other mods) and am having a hard time,  I downloaded it extracted the files and put them in

C:\Program Files\Stardock Games\Elemental\Mods   There was no \Mods folder so I believe I was supposed to make it?  Anyway I think some mods have worked because it seems some champions are starting at 3.0 movement points (and not just the adventurers.  Some champions also have a "crushing blow" ability), but a fire spell mod is not working as I still have the original animation. 

 

1.  Have I put the xml files in the correct folder

2.  Is there a way to verify that the mods are installed.

 

Thx.

 

  -Axis
End of Axis1354's quote

It might be a silly question, but did you remember to enable mods in the game options menu? I forgot that one the first time.

Reply #52 Top

haha ok I forgot to "enable mods."   Got that to work and then I also checked Magnar III's starting combat speed and now it says two so I hope that means all my mods are active.  I'll check the spell animations later when I have some time.  Thanks for everyone's help

 

-Axis

Reply #53 Top

Just noticed another error. The mod changes enriched land tooltip to say that it produces like a normal farm. But the fact is, that a farm on an enriched land produces 20 food instead of the normal 4. I wasn't aware that resources could use the <Production> tag to increase the output of the building constructed. Will fix in next release.

Edit: It's the only resource in-game that actually uses that tag (others have it set to 1).

Reply #54 Top

Uploaded 1.6 with the fix for the enriched land. Also finished the "polish" on all the tactical spells (everything should work now)

Grim Defiance - Tooltip changed to reflect in-game use - that units trained in the city start with 10% more health.
Burning Blade - Increases the target's attack for 1/3rd of caster's intelligence for 3 rounds (improved by fire shards)
Shield of Fire - Increases the target's defense for 1/3rd of caster's intelligence for 3 rounds (improved by fire shards)
Freeze Enemy - Area of effect with 25% chance for each enemy to lose their turn
Quicken - Now appropriately a Strategic buff, not a tactical spell
Haste - now increases combat speed by 1 for 3 rounds
Slow - now reduces combat speed by 1 for 3 rounds
Good Luck - now increases targets dodge chance by 33% for 3 rounds

End of quote

Also included is now HF106_spell_Shardproof_Spellbooks.xml because it became impossible to fix some of the spells by overwriting, so I had to create new internal spell names. The spells that required fresh internal names were Burning Blade, Shield of Fire, Haste, Freeze Enemy, Good Luck

The BIG problem with passive buffs like these is that they all stack, and there's no way to avoid that in tactical combat. That's why you're seeing "nerfed" versions of what was in the core files (no more *2^4 defense for 8 mana). That's why I avoided "add 25% damage" altogether - with 3-4 casters you could create an unstoppable monster. You still can, only it won't be nearly as strong.

Edit2: Damn... forgot about good luck. Oh well, don't stack it unless you're a cheat. Will fix in next release.

Reply #55 Top

That's Great Work, Heavenfall. Really well done. SD should incorporate your work here into the next patch.

Reply #56 Top

Oh crap, I forgot to type out Berserk.

Berserk - Target attack raised and defense reduced by one third of caster's Intelligence for 3 rounds.
End of quote

It's not in the summary, but it is in the mod.

Edit: Also, if you cast Sprint on yourself twice, you can move without any cost. Fixed in next update.

Reply #57 Top

Another big "Thanks Amigo" from me as well Heavenfall. Installing as I type.

 

 

Reply #58 Top

Question,

But are the Spell fixes you did, compatible with new particle effects for the Fire spells (which are awesome) in that IceCrown mod? (Since they both use  the spellbook.xml file, but in the Icecrown mod, only the fire spells stuff are there) As I'd really prefer to use the Fire Spell effects, as their sooo much better, lol.

thanks,

Reply #59 Top

I don't know, try it out.

Reply #60 Top

Speculation would assume that the changes Heavenfall makes over-ride the "default file code" from within the MOD dir.

As such, the particle changes, not being related to Heavenfalls changes, would be over-ridden as well when also placed in the MOD dir.

If that makes any sense. :)

Reply #61 Top

Looks like I broke grim defiance as well, not getting the bonus from that. It worked earlier. I'll fix it for next release.

 

Reply #62 Top

Quoting John_Hughes, reply 60
Speculation would assume that the changes Heavenfall makes over-ride the "default file code" from within the MOD dir.

As such, the particle changes, not being related to Heavenfalls changes, would be over-ridden as well when also placed in the MOD dir.

If that makes any sense.
End of John_Hughes's quote

Yea, that is what I assumed as well, I'm in the process of a current game, so anything after 1.04 will have to wait before I put it in (Stinks that you have to start a new game every single time for these changes to go into effect), but when I initially copied 1.04, I deliberately held out on the spellbook.xml file that Heavenfall did, as I had a feeling it would overwrite it. As man, those new particle effects are just to good not to have, hehe.

 

Reply #63 Top

Quoting Heavenfall, reply 53
Just noticed another error. The mod changes enriched land tooltip to say that it produces like a normal farm. But the fact is, that a farm on an enriched land produces 20 food instead of the normal 4. I wasn't aware that resources could use the <Production> tag to increase the output of the building constructed. Will fix in next release.

Edit: It's the only resource in-game that actually uses that tag (others have it set to 1).
End of Heavenfall's quote

I was looking at these earlier, how does the game tell how much of a resource to produce for the player, per turn?  I couldn't find anything in the core resources other than <Production> value equaling 1, but I know that a ventri mine produces more.

What determines the value, if you don't mind me asking?

 

Reply #64 Top

Quoting Ishantil, reply 63

Quoting Heavenfall, reply 53Just noticed another error. The mod changes enriched land tooltip to say that it produces like a normal farm. But the fact is, that a farm on an enriched land produces 20 food instead of the normal 4. I wasn't aware that resources could use the <Production> tag to increase the output of the building constructed. Will fix in next release.

Edit: It's the only resource in-game that actually uses that tag (others have it set to 1).

I was looking at these earlier, how does the game tell how much of a resource to produce for the player, per turn?  I couldn't find anything in the core resources other than <Production> value equaling 1, but I know that a ventri mine produces more.

What determines the value, if you don't mind me asking?

 
End of Ishantil's quote

The improvement you actually build on the Resource is what determines this. Those can be found in the Unlimited Improvements xml files.

Reply #65 Top

The production of the improvement, multiplied by the <Production> tag of the resource.

Reply #66 Top

Probably a silly question, but I only need to download the latest version of your patch, right?  Because you show 6 different versions to download.

Reply #67 Top

Yes.

Reply #68 Top

Thanks, guys.  I was considering changing the different values around to reflect the intent of the tooltips, rather than the other way around.  So that having a pumpkin patch is meaningful, rather than the same as a fertile ground resource.

Reply #69 Top

Is there anything you could do to get the Royalty prestige bonus of NPCs to work properly? My heart sinks whenever I encounter one right now!

Reply #70 Top

I'll check it out.

Reply #71 Top

Hey Heavenfall, you seem to be one of the most knowledgable guys around here.  :)

I noticed that there are some items that are not linked to the female body type.  When I make girl archers, I can't add two of the cloaks, but when I make boy archers I can.  Any idea?

Reply #72 Top

No idea.

Reply #73 Top

1.7 uploaded

First, Good Luck now gives +33% of current dodge. So if you've got 0% dodge, you'll get 33%. Re-cast, and you'll get 55. Recast again and you'll get 70. And so on. This is only possible due to the unique nature of the dodge stat - it's unfortunately not applicable to defense or attack (since the Dodge value always ranges between 0-100).

Second, Grim Defiance fixed. It correctly applied 10% more hitpoints to every trained unit. But "hit points" in this game is relative. There's the unitstat_hitpoints and there's the in-game term hit points (also called health sometimes) which is really unitstat_hitpoints+unitstat_constitution. Fixed so it affects both types.

Third, the sprint ability can only be cast once per battle now (and only on the sion himself/herself).

And

HF106_race_Umber.xml - Reduces strategic mana regen for the Umber faction from 50 to 1. Extra Note: How has NOONE noticed this before?

HF106_unittype_ChampionRoyalty.xml && HF106_abilitybonusChampionRoyalty.xml - Very rarely champions would appear with the Royalty background, that did nothing. Fix: These NPCs will now provide their stationed town with a +33% prestige modifier.

End of quote

Also a special LOOOOOOOOOOOOOOOOOOOOOOL at the Umber fix.

 

 

Reply #74 Top

I wonder if thats why Umber seems to be the most powerful enemy AI in every game I play. They are often power rated 800 when I am in the 400's. (I still beat them in tactical combat since doesn't matter if you are rated 1,000 since you can only take one army against me at a time)

Reply #75 Top

It certainly isn't road warriors or 10% more metal giving them that boost. O:)