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
James009D
Nice, I'm going to have to try and implement that code.
[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
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.
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.
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]
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.
Yeah, your totally missing the COLOSSAL Civilization series. Otherwise, I mostly agree with everything stated.
Yes, I've had this problem. Be it, on a much smaller map with slightly less caravans. How'd you keep 20 caravan's protected? lol.
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
Good suggestions. More customization and control of the children would make them a little more interesting (as long as there is still some randomness involved).
Agreed. I've looked for whatever defines this but couldn't find it. It certainly needs to be more bold and easier to see, especially for unit movement.
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.
Agreed. Please implement this ability. Maybe the marriage could add +5 to the champion's morale or something so they perform better in combat.
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.
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...
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.
Hmmm, it's possibly that remaking the data.zip only includes any relevant files. However, if your going to do any building modification it'll break.
At the end should be as has already been closed. Try that and see if it works.
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.
[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?
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
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
[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
Cool, I'm gonna have to do this. It shouldn't apply to any NPC units or monsters either because they have their own leveling functions (see leveling milestones).