James009D

James009D

Joined Member # 1823222
23 Posts 922 Replies 957 Reputation

UPDATE: Just released version 0.45 with new shiny goodness. Major improvements include: Fixed the doubling of bonuses . Added HP bonuses to each history . Now champions and sovereigns (not units or monsters) start with a bonus of 4-10 HP depending on their class. Makes them more survivable, especially in the begin

65 Replies 189,227 Views

[quote who="mp8481" reply="7" id="2748289"] Quoting Manii Names, reply 6How did you guys go about implementing this mod on your systems? I tried creating the following, and it totally broke spell research - things began researching almost instantly... DisplayName

12 Replies 7,177 Views
Reply to Roads in WOM Ideas

I'd like to see more roads too. One reason I think they nerfed roads and caravans is for performance. Imagine having to render ALL those lategame caravans, move them each turn, and add their bonuses. They did it in GalCiv2, Civ4 does it (roads), so Elemental should do something better with them too.

15 Replies 10,489 Views

One simple solution would be that each level of diplomacy tech grants a +5% to diplomatic trade, therefore, you benefit from better deals. I'd rather do that then make it super complicated or remove it completely.

20 Replies 13,974 Views

Ooooh! Looks really good. EDIT : This looks awesome ingame. Suprised Stardock didn't play around with doing this. It R EALLY enhances the cloth map, imo. This is one of those mods everyone's gonna have to get. This deserves a [e digicons]k1[/e]

21 Replies 110,071 Views

I believe that there is also a glitch where they sometimes randomly get switched. Once a company of Knights became that Lita chick (with the rediculous purple/pink dress). I was like, "What is going on here?!" and had them all executed.

2 Replies 2,118 Views

Excellent ideas, you should check out my " Abilities and Traits Mod " which makes the classes a lot more along the lines of what your talking about. Warriors are the best fighters, Generals give unit training bonuses and highest moral boosts, Thiefs move faster and can dodge, Merchants make more money while stationed in a city... However, I haven't been able to figure out how to implement leveling or improving the abilities over time

2 Replies 4,747 Views

Excellent suggestions. This would certainly expand upon the dynasty gameplay and make it more interesting. And, agreed, the fun dynamics from Civ 4 Revolutions Mod REALLY made the game more interesting. I also think of the Medieval Total War series as a direction for future Elemental dynasties and traits, always enjoyed the way they did it.

12 Replies 9,931 Views

Agreed. #2 you can assign them in the XML file. It's not convenient but available. #3 agreed completely, especially for children. I totally agree with the line of secession too. #10 you could try some of the mods out there. My " Abilities Mod " allows for a lot more options for sovereigns and improved NPC functions.

1 Replies 3,666 Views

There is a code to rebuild the data.zip but the problem is that the default XML for many of the buildings is broken beyond belief. If you rebuild the data.zip, you'll mess up your game. Some modding can be accomplished without having to do this though. It's just more difficult...

2 Replies 1,320 Views

I'd like this option too. The "Program Files" directory is too much of a protected area by Windows that it makes it difficult to change files. I'd like to be able to put it into "C:\Games" as well, like in beta.

10 Replies 50,638 Views

At the end should be as has already been closed. Try that and see if it works.

7 Replies 4,210 Views

It might be overpowered but it's working as intended. It does double your growth which certainly helps. However, to only add a +1 prestige would REALLY nerf this ability to being useless. Also, NPCs with Royalty essentially have no bonuses because they don't add to the bonus. All the histories need a little love and buffing to make them more interesting, imo.

11 Replies 5,900 Views

[quote who="DRavisher" reply="34" id="2745994"]Hey Heavenfall, hope you don't take offense, but here's a few more parse errors in 1.4 [/quote] What program are you using to find these errors and where can I get it?

120 Replies 73,836 Views

Many of the core Kingdom buildings XML files are literally broken where they have multiple copies of structures and some structures completely coded improperly. This is what's causing your doubling. Making a new data.zip file essentially breaks the game. Doubling might also be caused by multiple input of the same building into a technology. Make sure your not just copying all the xml data and modifying it. You kinda need to minimize what your editing because the old s

22 Replies 17,394 Views

Hmmm, double check the code before the third tech, maybe there is a coding error causing the description not to be read. Descriptions are easy to update and shouldnt be any trouble. The problem with techs that I mention was really referring to changing the tech tree. For example, I'm trying to seperate armor and weapons into separate categories but it requires me to override the original tech pre. reqs first. No idea how that can be done. New weapons, techs, and descriptions s

8 Replies 5,261 Views

[quote who="Novaburst" reply="7" id="2746744"] Appreciate the offer James, but I'm cleaning up the files I'm modding, and changing things around, your file would just slow me down. Again, appreciate the offer however. I'll change the hooded clothing for Release 2 of this project, which is due probably by mid week. Should unlock a handful more options for Sovereigns as well. I'll likely restrict some of the boots currently available to Female only, as they glit

26 Replies 115,766 Views