Skip to content

Posts from = Small fix mods =

2.0 (1 rating)
In reply to Narron
User Avatar
1 month ago
Auto-translated
Narron
Did you simply remove resources from this map, or did you remove them entirely from the mod?
From your mod, which I mentioned above.
User Avatar
1 month ago
Auto-translated
Not a great solution. Sacrificing part of the mod's concept just for one map.
In reply to Narron
User Avatar
1 month ago
Auto-translated
Narron
Not exactly ideal. Removing part of the mod's concept just for one map seems excessive.
How you will (or won’t) address the cause of the bug that I localized is up to you. You’re welcome, Narron, you’re welcome.
User Avatar
1 month ago
Auto-translated
Oh, thank you, Moonst@r! You practically saved the entire universe. I bow before you.
User Avatar
1 month ago
Auto-translated
Thank you.
User Avatar
1 month ago
Auto-translated
You have the All_Campaigns mod for NVS on the A2C2M3 map with some changes. That fix should probably be integrated into NVS_ImportObjects (this package has problematic mercury), and only the script from all campaigns in the fix should be copied. Open the map using Notepad from the mod for all campaigns, search for windmill_mercury, and replace the highlighted part with sulfur and Sulfur respectively. If the changes in the map are minor, you can replace it in the problematic package after changing the resource in it.
Attachments 1
1 file attached • Total size: 231.3 KB
User Avatar
1 month ago
Auto-translated
Okay, I'll take a look at this later tonight. Thanks.
In reply to Narron
User Avatar
1 month ago
Auto-translated
Narron
Okay, I'll take a look at this later tonight. Thanks.
This issue is now resolved. That fix was a workaround for the problem, but this one solves it directly.
In the model files, I set false (like with regular resources) in , and now everything displays correctly. I applied the same settings to gems.

I noticed that you have no glow on any of the resources except for a small amount on crystals, gems, and seemingly campfires.
In reply to Mооnst@r
User Avatar
1 month ago
Auto-translated
Mооnst@r
This issue has now been resolved. The previous fix was a workaround for the problem, while this one solves it directly.
In the model files, I set to `false` (as with regular resources), and everything started displaying correctly. I applied the same settings to gems.

I noticed that you don't have any glow on most of the resources, except for a slight glow on crystals, gems, and what appears to be a campfire.

And once again, thank you, Moonst@r! Do you think we should restore the glow to the resources? I actually like how it is now
In reply to Narron
User Avatar
1 month ago
Auto-translated
Narron

Do you think we should restore the glow effect to resources? I actually like it the way it is now.
Just noticed it, thought there might be an issue.
User Avatar
27 days ago
Auto-translated
Fixed my own fix for the Battle Griffins effect description; it was showing descriptions for some dwarf runes there.
Corrected the "Life Unit" text for towers and gates during city sieges.
Attachments 2
2 files attached • Total size: 33.6 KB
In reply to Mооnst@r
User Avatar
25 days ago
Auto-translated
Mооnst@r
FixsToE_3.1 has been updated.
Thanks to Rommy.

I'm too lazy to deal with the text anymore. I added almost everything except "Key not received" and "Key received". It's like (Unvisited) and (Already visited).
Everything is cool, great job. One but: after installing the fix, the mod that changes enemy stack size labels, "10-100" etc., stopped working; now it says "10- 100 unit", which overlaps the icons. I have a mod installed that reduces the numbers so the icons are visible. Why add "units"? There are already numbers. With the fix, this label covers one third of the enemy stack icons.
In reply to ВиНи
User Avatar
25 days ago
Auto-translated
ViNi
Everything is cool, great job. One thing: after installing the fix, the mod that changes enemy stack size labels, "10-100" etc., stopped working; now it says "10- 100 unit", which overlaps the icons. I have a mod installed that reduces the numbers so the icons are visible. Why add "units"? There are already numbers. With the fix, this label covers one third of the enemy stack icons.
FixsToE_3.1 will be incompatible with some third-party mods. Either you choose what is more important to you, or you start studying how the mod is structured: compare the files of the two mods and remove it where it overlaps what's needed.
Changes were in one file, and the comparison is provided here.
Author
Why add "units"? There are already numbers.
This is a fix mod, not a mod for convenience changes for specific individuals.
In reply to Mооnst@r
User Avatar
25 days ago
Auto-translated
Mооnst@r


This is a fix mod.
Doesn't the fix change the designations? In the original, there are no numbers, only squads, legions and so on. How is that possible? Or does my mod stack with the fix, and now we have what we have... If so, then I have no questions.

Statistics

Welcome our newest member: recijeb