If you're interested in this mod, and would like help, post here, or PM me.
Download:
https://www.wincustomize.com/explore/elemental_war_of_magic/12/
Note: To install, unzip the file into your mods folder (in my docs) ex :
C:\users\yourname\My Documents\My Games\Elemental\Mods\ACP
C:\users\yourname\My Documents\My Games\Elemental\Mods\Gfx\ACPGfx
[This is for Win 7. Win XP is slightly different, look for the Elemental directory under My Documents].
Included is a mapobject file for Elementerra 2 (so that you will see ACPs goodiehuts)
Note:
The Adventure Content Pack now includes Artifact. You no longer need to download that seperately. Please delete the old Artifact directory before installing. If you do not want artifact included, it has it's own directory, so you can just delete it.
If you are running Kenata's Updated Weapons mod, artifact will automatically use those abilities. If you do not have it installed, then you won't get any abilities. Besides, I forgot to add in the non UW version and things got overwritten.
What this mod adds
1. Recruitable NPCs
2. Quests
3. GoodieHuts
4. Monsters
Recruitable NPCs
This is a smattering of the NPCs you will be able to recruite with the mod. All NPCs are of the Fallen races, as there are none in the "vanilla" game. The fallen armor set has been added to the Kingdom techs so that if you play a Kingdom, you can equip the Fallen NPCs. Right now, there are almost 50 additional NPCs that are added with this mod.
In trying to keep with the general feel of the game, I've added tactical abilities to all of the NPCs. Seeing as the races of Men all have strategic abilities (+1 tech, arcane, etc) which are geared towards furthering the empire they serve, I figured tactical, combat based abilities would suit the Fallen races well, as they are more geared to destroy.
All abilities in the mod are unique to each race, and also scale with the appropriate stat. Abilities listed at the end of this post.
The general idea I went with for the races is as follows:
Quendar - More of a dexterity based race, abilities that modify accuracy, dodge, and combat speed.
Trogs - A hearty race, they have high constitution with abilities dealing with dmg, counter attacks, etc.
Urxen - A very strong race. Abilities modify things like attack, defense, counter attacks
Wraiths - Their strength is intelligence. They make the best spellcasters, and have magic related abilities.
Quests
This is the most time consuming thing to do in this mod. As more options get opened up to us modders for quests, I will add more. I just don't want to keep doing the same thing over and over.
Note: All the battles in the quests are quite large, with quite a few opponents. They are designed with the idea that you will be doing the quests with a party, or army. Anything above level 1 or so, you will NEED a good army to take on the battles! Also, you most likely WILL lose people, so plan accordingly!
Level 1 Quests:
A Problem with Wolves (two versions) : This is a simple quest to kill a couple of wolves. The reward is choosing from the nobleman's children to join your cause. The two versions are identical except one will give you a choice of 4 females, one gives you a choice of 4 males. The idea being, you could get a suitable champion to marry to pump out babies like rabbits. However, there's a dud in each one.
Haunted Vagabonds : This is a quest to help out some vagabonds who are being tormented by the undead. If you can help them, you can receive their knowledge of the cleaver to equip yourself, or your troops with.
Level 2 Quests:
A Sage's Request: A basic quest to retrieve the sage's prized "scroll" from his old assistant. You have basically two ways to achieve this. There's a third option to just forget everything, but what fun is that?
Long Forgotton Temple: This is actually a quest disguised as a goodiehut. You still get a goodie, but you must fight the archer to get it. (*Wuss penalty applied)
Tomb Of Hagall: Depending on how you play this one, you can end up with 25 spellpoints, a 25% boost to research or prestige, or a 25% reduction to Gold or Food for 20 turns. You can always get the 25 spellpoints, but the 25% boost/reductions are given at random. It's basically 50/50 for good vs bad.
Return Of The Undead: Again, vagabonds are harrassed by the undead. Tougher fight, but you can gain their knowledge of dual claws (again for you, or your troops).
Level 3 Quests:
Old Homestead: A family is being harrased by a pack of umberdroths. Don't underestimate them, as they are immune to spells.
The Ranger's Stolen Boots: This one took me quite a while to do. It will probably take you a bit to complete it to. There are a couple of battles here which will cause some trouble. It also depends on how you decide to handle the situations. You also get to choose your reward.
Undead Culmination: Those poor vagabonds. This is a pretty tough fight, make sure you have help, and something to heal . With this you will achieve the knowledge of the bone bow (it's pretty bad ass) which of course you, or your troops can use. The vagabonds also concede that they cannot live in the wild, and join you. (A resource is placed, like refugee camp, and they provide 150 population).
Level 4 Quests:
Fresh Ruins: Investigate some freshly made ruins throughout the land. Quest battles get quite intense at this point culminating into a battle with a dragon.
Heh, a fight with a dragon, and I haven't even created any level 5 quests yet.
GoodieHuts
Heavily Guarded Resources
The picture above is from two of the four heavily guarded resources. They are the four shards from the core game, although there is a small chance you don't end up with a shard, but not to worry, you will at least get some kind of resource for getting through those battles (they're not meant to be easy).
Those are the flashy ones. The rest are designed to be like the goodiehuts you normally see in the game. The amount of huts added is quite large, and there's a large amount of treasure in each hut (as in, there are many different treasure possibilities for each hut). Several new tiles were also inserted to enhance the variety.
Another thing to note: Not all goodiehuts are good! Some have traps in them, or have nothing at all.
The Artifact mod has been merged into this one. There are weapon caches throughout the 5 notable location levels which give some kind of magic weapon (hundreds of possibilities). Thanks go to Heavenfall and Kenata. For more info on artifact, you can check out the original thread here: https://forums.elementalgame.com/402428
Monsters
In order of appearance: Skeleton Captain, Zombie Captain, "The Head", Possessed Battle Axe
The Undead have made their way into the lands.
Skeletons have been seen wandering around. There's a regular Skeleton, skeleton captain, and a giant skeleton captain.
Then there are the pesky Zombies. That zombie captain can be a pest as he has a disease cloud special ability.
Floating monsters! Above you see "The Head", a diseased Wraith head. Some say he is undead. Others say he has a body, but because of an invisibility spell gone wrong, his head is the only visible thing left. While he wasn't always the best spellcaster in the land, he did manage to perfect the Fireball. It does 12 damage, and also has a 2 round burning effect as well.
Then you get the floating weapons. There's a club, a cursed shortsword, a possessed battle axe (Above), and the great scimitar of death.
Weapons
Artifact Mod which comes included in this mod adds in over 80 different weapon models. A few axes, a few spears, hammers, etc. Mainly there are a LOT of different swords here. Pretty much guaranteeing you getting a truly unique weapon!
Some weapons are added as techs which can be found through quests (so you can equip your troops with them). The three added so far:
* Cleaver - This has the Bleeding Strike, and Windup abilities from Updated Weapons. 7 Attack.
* Dual Claws - These dual claws have the Flurry, and Cleave abilities from Updated Weapons. 10 Att. 25% Counter attack multiplier. +2 Dodge.
* Bone Bow - Modified PoisonShot ability. 20 Att. +5 Accuracy
These weapons below will be found in goodiehuts. This is the list of weapons going into version 1.1.
- * Short Sword - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/ShortSword.jpg
- Rusty Short Sword - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/RustyShortSword.jpg
- * Machete1 - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/Machete1.jpg
- * Machete2 - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/Machete2.jpg
- Steel Spear - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/SteelSpear.jpg
- Heavy Spear - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/HeavySpear.jpg
- War Axe - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/WarAxe.jpg
- * Silvian Sword - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/SilvianSword.jpg
- Sword Of Slaying - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/SwordOfSlaying.jpg
- * Blade Of The Titans - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/BladeOfTheTitans.jpg
- * Silvian Great Blade - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/SilvianGreatBlade.jpg
* - Models and artwork by 3DGrunge.
Shields
These still need their attachments fixed, which will hopefully happen in the near future. These are also found via goodiehuts.
- Shield (Still needs a unique name) http://dl.dropbox.com/u/8949112/Shots/Weaponpics/Shield1.jpg
- Holy Shield http://dl.dropbox.com/u/8949112/Shots/Weaponpics/HolyShield.jpg
- Heavy Spiked Shield http://dl.dropbox.com/u/8949112/Shots/Weaponpics/HeavySpikedShield.jpg
Headgear
Like the above, these are found via goodiehuts.
- Blood Iron Helm http://dl.dropbox.com/u/8949112/Shots/Weaponpics/BloodIronHelm.jpg
- Rusty Helm http://dl.dropbox.com/u/8949112/Shots/Weaponpics/RustyHelm.jpg
- Tempered Iron Helm http://dl.dropbox.com/u/8949112/Shots/Weaponpics/TemperedIronHelm.jpg
- Bandit Mask +2 Charisma, 5% Chance of Double Damage *Note: This can be worn with other head gear such as:
- Bandit Hat +1 Defense +3 Dodge +1 Sight
- Skull Mask +2 Defense +2 Dodge +5 Charisma Unlocks Frighten Ability
- Wizard's Hat +3 Defense +10 Dodge +5 Intelligence
Armguards
- Rusty Vambrances +4 Defense
Greaves
- Cheap Heavy Greaves +6 Defense
Ability List
Quendar Abilities:
Pinpoint - +35% accuracy + an additional 2% per DEX point above 14. Combat speed is halved. [Self/3 turns]
Slippery - +5 dodge +1 additional per DEX over 12. Unit loses (DEX)% accuracy. [Self/3 turns]
Swiftness - Boost of DEX/10 to combat speed, but lowers counter attack effectiveness by 30%. [Rangeof1/3 Turns]
Distraction - Lower accuracy 25% +1% per DEX above 15. [EnemyUnit/3 Turns] [AOE2]
Gale Winds - Lower combat speed by ( (DEX/9) * 10 )%. [EnemyUnit/3 Turns] [AOE1]
Take Aim (Group) - +1% per DEX to Accuracy [Self/2turns] [AOE1]
Prepare Dodge (Group) - +1% per DEX to Dodge [Self/2 turns] [AOE1]
Marked Enemy - Target unit gets -3 to dodge (-1% per point of Dex) [EnemyUnit/3 turns]
Slowness - Debuffs DEX/10 to target unit's combat speed for 3 turns. [EnemyUnit/3 turns]
Blinding - Target unit's accuracy is decreased by 20% (+2 per DEX above 14). [EnemyUnit/3 turns]
Marked Enemies - Target units gets -2 to dodge (-.5% per point of Dex) [EnemyUnit/3 turns] [AOE1]
Great Focus - This buff grants a bonus to accuracy (DEX*3)/2 % for 3 turns. [FriendlyUnit/3 turns] [AOE1]
Trog Abilities:
Tend Wounds - Heal CON/3 HP. [Rangeof1]
Weaken - Reduce attack by CON%. [EnemyUnit/lasts entire combat]
Brave Sir Robin - Escape the battle at a sacrifice of DEX/3 HP.
Sneak Attack - Does not provoke counter attacks for 2 turns. [Self]
Smoke Bomb - Unit throws a smoke bomb, and moves 2 tiles away.
Soul Stealer - Drains a minimum of (CON/6)+1 HP , maximum (CON/3)+5 which gets transfered to the caster.
Gas Cloud - Drain CON/3 HP. [EnemyUnit/3 turns]
Rallying Cry - 25% Counter attack bonus. [FriendlyUnit/3 Turns] [AOE2]
Call To Defense - CON/9 to Defense, -3 attack, ( (CON/8) * 5 )% HP boost. [FriendlyUnit/3 turns] [AOE2]
Rally Defense - Defense(1% per CON) counter multiplier(+1% per CON) accuracy(-30%+0.5% per CON) [Friendly/2 turns] [AOE1]
Stun Group - 2% + 1% Per CON chance to lose turn [EnemyUnit/2 turns] [AOE1]
Defense Drain - Unit drains enemy's defenses by CON/3 for 2 turns. [Self/2 turns] [AOE1]
Urxen Abilities:
Concentrated Shot - +30% +1% per point of STR above 15 to attack. Lose counter attack for 1 turn. [Self]
Defensive Stance - STR/8 boost to defense, str/8 reduction of attack. [Self/2 turns]
Instant Rage - 150% boost to counter attacks, combat speed lowered by 2. [Self/2 turns]
Sacrifice - Unit loses STR/4 HP, but gains STR/4 in attack. [Self/2 turns]
Ground Stomp - Knockback targets STR/12 tiles, and lose turn. [EnemyUnit/1 turn] [AOE1]
Insight Riot - add STR/4 to attack, lose STR/4 defense. [FriendlyUnit/2 turns] [AOE2]
Rally Attack - Attack (1% per STR) defense(-20%+0.5%perSTR) [Friendly/2 turns] [AOE1]
All Out Assault - Attack(1% per STR) Defense/dodge(-30%+0.5%perSTR) [AllFriendlies/2 turns] [All Friendly, very big AOE]
Harrowing Howl - Defense lowered by ((STR*3)/2)%. [Self/2 turns] [AOE1]
Wraith Abilities:
Mind Melt - INT lowered by INT/3. [EnemyUnit/3 turns]
Magic Defense - Magic Resistance boosted by INT/4. [AnyFriendlyUnit/4 turns]
BattleForm - Lose INT/4 magic resistance to gain INT/4 in attack. [Self/2 turns]
Magic Boost - Gain 50% boost to INT, but movement is significantly more costly. [Self/2 turns]
Invigorate - Boost attack by INT/10. [FriendlyUnitwithin2/4 turns] [AOE2]
Paralyze - Lose turn. [EnemyUnit/2 turns] [AOE1]
Mass Spell Defense - INT/3 boost to magic resistance. [FriendlyUnit/4 turns] [AOE1]
Frighten Group - chance to lose turn(2% Per INT), counter(-1% Per INT) [Enemy/1 turn] [AOE1]
Mass Immunity - Immune from spells (75 mana) [Friendly/4 turns] [AOE1]
Air Awareness - Adds INT/4 to dodge against ranged attacks. [Friendly/3 turns] [AOE1]
Death From Above - Subtracts INT/5 from dodge against ranged attacks [Enemy/3 turns] [AOE1]
Mend Group - Restore Health (1.0%PerInt) [Friendly] [AOE1]
* AOE mean area of effect. The number after it represents the radius. So, AOE1 means that the ability will effect units within a 1 tile radius (which is actually 9 total tiles).
If there's any other type of adventuring type thing you'd like see added, let me know any ideas.
Credits so far:
RavenX
Kenata
Murteas
Heavenfall
John Hughes
Oddrheia
FearZone
jmccrea
This looks like fun
I've been running a 1.1 game with this installed. Couple of things I noticed.
Good:
1. massively increased variety in goodie huts and heroes makes the game more interesting and far less predictiable.
2. New location art makes the game more colorful.
3. More variance in the different drops is awesome, making the game more fun.
Bad:
1. The extreme variance of different stuff in goodie huts means that you don't find those Midnight Stones very often. So completing this quest is difficult
2. Fallen hereoes are typically very powerful for hereoes. 12 STR, 15 DEX, 18CON on a level 1? Kinda powerful.
3. The molten gold goodiehut seems to give a negative result almost all the time. This makes me question why I should step on them.
4. The bandit archer has a 14 attack strength at range, and it's low tier, so you can walk in and have him one shot your army. It's not cool.
Thanks for the feedback. This is the exact kind of thing us modders like to see! (If anything, the bad is more useful as long as it's constructive like the above post).
As for those bad points:
1. I've tweaked the rarity values. What was happening is that the original drops were getting "pushed out" due to the high rarity values of the added huts. I've run a few games, and got more metal, and midnight stones, so it should be good with the new release (coming in a day or two).
2. This is something that is tough to get down. I know they are kind of powerful but A> fallen are supposed to be stronger than men, and B> I'm trying to get them to be useful when you get into later game. This is a difficult area to get right. I do think I am going to adjust some of their combat speeds, as I ended up with a hero with 7 combat speed. It was around mid game, and it was just too much. I suppose I'll tone down the other stats a bit as well (but i'll leave the important stat for the race alone eg. DEX for Quendar).
3. I tweaked the liklihoods slightly as the "bad" occurance was set kind of close to the "good" ones.
4. Especially if you have Kenata's updated weapons mod installed, your toast. But anyways, are you referring to a quest? I knocked the strength of the brigand archer for one of the quests. If you chose to fight the Ranger from the Ranger's boots quest, well.. he's supposed to be tough, and I don't think I'm going to change that one (seeing as you have the option to NOT fight him, and continue the quest).
1) Nice to see you found the rarity value tweak that was causing the no metal / barren map issue with the drops. So much great stuff has been added, was sad to not see much of anything. I will test on some large maps once the next patch is released, see if it feels more like the unmodded drop rate.
2) I think part of the balance issue is the lameness of the Men NPC's. I actually like Fallen being stronger in battle; I think it would make more sense with the background if Men NPC's had more boosting special abilities, like "Leadership: All units in army get Attack +2" or "Inspire: Unit gets accuracy +3, damage +2 for round". Maybe after scaling back stats a little, consider adding some Men NPC's?
2.5) Have you thought about adding some NPC's using Expanded Faction race's? Would be nice to be able to send my Elven Heroes off to defend their realm...
3) This sounds like a good idea, I had started skipping Molten Gold before getting a couple levels and Heal.
Awesome mod. Following thread.
I don't mind there being powerful heroes (there are some kingdom ones that are awesome), but I don't like the idea of unbalanced stuff. The Empire or Kingdoms are not supposed to be better than each other across the board, they are supposed to be balanced across their inherent strengths and weaknesses.
Personally, I think that the Fallen heroes should probably be tweaked a bit higher in a physical stat or two, and tweaked lower in another one. High strength, but a penalty to combat speed, or what have you.
Additionally, since the Fallen heroes are not currently restricted in any particular fashion of hiring, that means equal access to the them.
You can also give them custom equipment instead of really high stats.
I hear ya. I don't think I'm going to give them equipment, because throughout the game you are going to upgrade it anyways. However, I will tweak their stats out like I said above. I'll leave whatever stat is important to that race, but lower others. Most already have a pretty low Charisma, but I'll lower combat speed, and others to give them more of a weakness.
Check it
<Encounter InternalName="Spider2"> <Liklihood>50</Liklihood> <EnemyTroop>RockSpiderDrone</EnemyTroop> <UnitGroupingType>UnitGroupingType_Company</UnitGroupingType> <LevelLo>5</LevelLo> <LevelHi>10</LevelHi> <WillRespawn>1</WillRespawn> <WanderingRadius>0</WanderingRadius> </Encounter>
inside a goodiehut container, just sitting there waiting to be "discovered". When placed inside a goodiehutcontainer this will, when the goodiehut spawns, spawn a non-aggressive defender on top of the goodiehut. If the wanderingradius is 1 or higher, it will move off the goodiehut (I'm not sure if its aggressive AI, but it can attack you).
So far, pretty standard, right? Check the UnitGroupingType tag. It works. This will spawn 12 spiderlings in a single unit (I haven't been able to make more than one unit spawn however).
Also, check the LevelLo and LevelHi tags - guess what they do? You guessed it - level of the unit, in interval (tapping into the milestones, no less!!!).
Note that it doesn't use the default UnitInstance container. When I added one of those, the original unit from EnemyTroop disappeared.
I haven't tested it, but I think it's safe to assume this will work for quests as well.
Edit: Using 50 in the liklihood meant that some goodiehuts were not guarded. Increased to 100 seemed to solve it.
Also noted that the units can become displaced, if they are forced to flee combat they will leave the square.
Edit2: Used tornado to dislodge group. Group forcibly moved from tile, but no longer non-aggressive.
Edit3: Tried using the encounter container in a world resource. No luck. Then I remembered that goodiehuts can spawn world resources once visited. Awwwww yeah. We just got defended world resources. This ought to spice up the adventure tree. Imagine - a tile that looks like an oasis. Only it's got units defending it. And guess what - maybe it gets destroyed in the fight, maybe it doesn't (we can use treasure tags for that). Maybe it was just a visage. Maybe you just got another oasis resource.
Maybe it wasn't an oasis to begin with, it was actually a fire shard with fire elementals guarding it. Or maybe dragons.
Sweeeeet!
impinc, what I'd like to do is a series of goodiehuts with low rarity that are all hidden world resources guarded by various creatures. The strength of the monsters would be appropriate for a high-level goodiehut. I would place these in spawnrating 4-5.
Would you be interested in something like that for the ACP?
Is it possible to allow a certain goodie hut / quest location to spawn only on a tile that meets certain conditions? For example have a witch hut that can only spawn on a tile that has all adjacent tiles as marshes.
I really like the idea of guarded resources like there was in Master of Magic. And especially if you can conrol item drops to include good items. Fire Elementals guarding the Fire Shard before you can build on it? Hell yes!
Im done with the bios...ill be sending them shortly. Hope you like them. they arent as long as Id have liked, but they can easily now be added to if you want.
I Pm'd them to ya!
Got them, thanks! I love that you even changed the hiring text. It's the little things like that which I just glanced over until I got the time to really edit them. It's a big help, thanks again. This next version should be pretty sweet, with the fixes, the bios, and the guarded resources.
Ya I saw the hiring text and figured what the heck. I know the bios are a bit short, but it was actually more work than I though haha. Fun though. As I said, if youever want them fleshed out more let me know as I kept a copy of them. I just thought, even with them short, it gives the players a little bit more info about them.
1) Maybe after scaling back stats a little, consider adding some Men NPC's?2) Have you thought about adding some NPC's using Expanded Faction race's? Would be nice to be able to send my Elven Heroes off to defend their realm...
Sorry I didn't notice your post before.
1) I've thought about it, but I don't think I am going to. As the men NPCs have civilization type abilities (+gold, tech, etc), the race of men is interested in furthering the race with tech, etc. While the fallen NPCs are designed for combat. I think this idea goes well with the lore of the game. However, I will probably peruse through the core NPCs for the ones without any ability. So, I may add some to men NPCs who have no ability.
2) Yes I have. I'll probably add them in a future release. It'll be interesting hiring elves, golems, ghosts, etc.
I would recommend against putting ExpandedFactions heroes in the mod, at least in specificity. Stick with the lore of the game as much as possible, in my opinion. ExpandedFactions can take liberties, but from ACP I expect it to be more strict with lore. That said, obviously every resource is available for use - just don't call them "elves" or "living stone", call them something that makes sense.
By the way, the resource thing, I've checked my schedule and I won't have time to start working on it until the 27th.
I suppose you're right. The mod was designed to fit the lore as well as possible.
On the resource thing, that's ok. I was planning on doing one or two myself. I ran across the encounter in a goodiehut tag a while ago when I had done the quest tutorial, and was going to do something with it, but it was one of the few things I COULD do, but didn't. Mainly, I forgot about it. Since you had mentioned the fire shard, I'll leave that to you, when you feel like working on it. I'll either do another shard, or a lost library or something.
1) Men NPCs: keeping things within the lore makes sense to me, as does the idea of their focus on civ boosting abilities. The fact I find the Fallen NPC's more interesting should just be a credit to impinc's special ability's.
*) Defended resources is an awesome addition. That is all.
2) Expanded Faction NPC's
I would recommend against putting ExpandedFactions heroes in the mod, at least in specificity. Stick with the lore of the game as much as possible, in my opinion. ExpandedFactions can take liberties, but from ACP I expect it to be more strict with lore. That said, obviously every resource is available for use - just don't call them "elves" or "living stone", call them something that makes sense.
This is something I was wondering about; if we are wanting to expand existing mods, what is the proper protocol to do it? There is a package of mods that taken together really expand the game (ACP, Expanded Factions, Artifacts, Upgraded Weapons). I am interested in creating content that merges these together creating a more seamless modded game experience; to me elf, golem, "living stone" NPC's are all part of that immersion in the game.
I am currently planning on working on making mods detect each other and load conditionally over the holidays, which would allow for this type of content. (You have Expanded Factions & ACP, here is a slate of 5 more NPC's to use referencing known ACP special abilities). If created would these be best packaged as a sub mod with its own seperate thread in the forums? Would there be an interest in including them in Expanded Factions?
They'd belong in the ACP, really. A sub-mod in the ACP.
Thanks for adding me to your list above, not sure If I deserve it for the little bit I did, but thanks all the same!
I put anyone who helps me out in the list. You took time out of your day to write the lore for me, you deserve credit for it.
http://img189.imageshack.us/img189/6971/elemental1292970267.jpg
Note that the order of the tags has to be exactly like this. Moving the UnitGroupingType tag will cause it to fail for the individual unit.
The first unitinstance is the army leader.
Also, it seems like using multiple encounter tags do not make any spawns mutually exclusive - I used 5 encounter containers, and it spawned 5 armies stacked on each other. Then I tried using liklihood 20 on each of the armies, but that just meant that some were undefended, and some had 5.
Awesome. Thanks for figuring that out. And I thought you couldn't work on it until the 27th . *This is me not complaining*
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