Aerion Istari

Aerion Istari

Joined Member # 2394776
0 Posts 1 Replies 10,730 Reputation

[quote who="Frogboy" reply="7" id="3137262"]I'm wondering if it's a specific driver / ATI card issue. I've never seen anything like this and it's going to be something really hard to "fix" since it's some sort of weird hardware specific issue. I have an ATI card btw. So it may be a specific version of the driver or a tweak that someone's made to the catalyst control center.[/quote] I have an ATI card and I have the issue.</

15 Replies 6,722 Views

I suppose adding some traits would help but but I don't know how I would feel about stealth lairs. I've never cared much for random, senseless insta-death in a game like this. It's one thing to take a chance on attacking a mega-monster and lose, but I've never found it to be much fun to lose a very important unit to something totally unforeseen or unavoidable. Mostly I think the monsters just need to spawn at higher levels than they do and with more h

44 Replies 30,206 Views

I hope you're beefing up the Monsters! My biggest complaint with .91 is the monsters get to be pretty lame pretty quickly. Obviously, I don't want a level 33 demon two squares from my starting point, but they need to be out there in places other than in Wildlands. And why can't the mod come with some pre-made units that the AI can use from? Player-made units are just a . Can't we make up a few dozen and aggregate them in a <Un

44 Replies 30,206 Views

Historically, plate armor is countered by piercing weapons. The metal plates could (and would) spread the damage from a sword or hammer over a large area, effectively negating it. A heavy sword or hammer might knock a knight back, but probably not penetrate the armor. Where as a long, sharp spike could apply enough concentrated force to pierce the armor. Pikes were the poor-mans weapons as they were relatively cheap to produce and required very little skill.&nb

15 Replies 14,624 Views

[quote who="Heavenfall" reply="131" id="3129726"]They work fine, but they cause out of memory issues.[/quote] Ok, I'm slow. Once each particle is instantiated, it's never destroyed so it remains in memory even after the battle is over. HOLY MEMORY LEAK, BATMAN!!

132 Replies 62,243 Views

[quote who="seanw3" reply="127" id="3128496"]I decided not to add them because all effects are currently bugged. They continually play until the game crashes. I assumed everyone knew this and had turned the effects off. [/quote] They work fine for me. I ended up making my own Particle for it.

132 Replies 62,243 Views

[quote who="seanw3" reply="122" id="3126181"]I just hope my drill sergeant doesn't find these forums... [/quote] Actually, it seems like on line gaming is fairly big in the military. But while you're in training, your drill sergeant will be too busy with your platoon to spend much time online. Which branch are you enlisting in and where are you going for training?

132 Replies 62,243 Views

Boot camp!! Ahhh, that brings back memories - some surprisingly good memories though I confess I wouldn't want to do it again. Best advice is to go in there with a very positive attitude. Keep in mind, being a drill sergeant is one of the toughest jobs in the army and all career NCOs have to do the job sometime in their career. What they put you through is part mind game and part making you stronger. Take nothing personal and be a team player with you

132 Replies 62,243 Views

[quote who="Heavenfall" reply="6" id="3120374"]I have no ideas, if you reinstalled the entire game I can't imagine why you'd be missing stuff. If you just want to add one or two techs to it, that is much easier btw. Just create the tech defs (see Techs_Amarian.xml) in a mod file, and then create a new tech tree ( see TechTree_Amarian.xml) and then apply it to the right raceconfigs (see TechTree_Amarian in CoreRaceConfigs.xml) <br /

8 Replies 5,050 Views

Last night, I switched over to localdataonly for modding purposes. Now my forests don't display when zoomed in to 3-D level. They show up fine on the cloth map. Anyone have any ideas or seen this before? Oh, and when I start up, I get a DataZip.exe failure. The game seems to load fine after that except for the missing forests. The reason I switched over was to be able to mod the Tech Tree. If there is a way to mod the tech tree without localdata

8 Replies 5,050 Views

[quote who="seanw3" reply="4" id="3115588"]What I do is write something, highlight it, and then click the insert link button. You then can paste in the URL and choose open in new window as the link function.[/quote] Thanks Sean! I wasn't swiping text first. Thanks for the tip!

8 Replies 38,380 Views

I tried to Sean, but I'm not able to add a Link meaning the "link" button (the one that looks like a chain link) is disabled for me. If you have a suggestion on how to enable it, I'd welcome it.

8 Replies 38,380 Views

If you wanted to limit to one city but still allow outposts, you could change the required distance between cities to some really long distance. But you would have to make sure it wasn't so long that the other sovereigns can't settle their starting cities.

20 Replies 8,941 Views

[quote who="Capn Darwin" reply="3" id="3114407"]You need rotation as well.[/quote] Yes, there are three different types of river tile: straight, left curve and right curve. The rest appears to be handled through rotation, but I've been unable to puzzle out precisely what the last 4 values actually do.

5 Replies 3,786 Views

Ok, the third value is the river identifier number. Each contiguous river has its own unique number. If you start and stop in the middle of drawing a river in Map Editor, the unique identifier can change and cause the rivers not to join. Also, those of you have have played around with making maps and end up with these strange black squares on your map, those are unattached river squares. You can edit the XML to remove them. Just look for a river tile with

5 Replies 3,786 Views

I'm 100% positive the first two values are the X Y and I'm about 80% sure the next value is the Z. But I'll be danged if I can figure out those last 4 values. Each one can be a value between 0 and 2. I've looked at them every way I can think of and I can't spot the pattern. There has to be something I'm missing.

5 Replies 3,786 Views

Has anyone figured out exactly what the values in the RiverTileData (shown below) tags mean? I know the first two are the X Y coordinates. I assume the third is the Z or altitude coordinate. The rest, determine the graphic I'm sure but what do they mean? 43,39,74,0,2,0,1

5 Replies 3,786 Views