I'm sort of working on this concept but I'm limited to what I accomplish with modding. Check out my mod " Abilities, Traits, and Histories Mod " here . I'm currently working on ways to get the heroes to gain passive experience but having little progress. I also am testing ways to get attributes effect abilities (charisma adds to diplomacy production or trade bonuses) but can't figure out h
James009D
Just attach all the sovereigns code (except maybe the VERY TOP part that looks like administrative code or something) and paste it after your entire faction code. Like this: LordaeronRepublic.XML [quote] Lordaeron Republic ... RACIST STUFF ... <br
I don't know... I only play Kingdoms. Do your guys gain experience? Do you have trade markets, bazaars, and town halls? I think they're probably mostly cosmetic and based on flavor. Then again, I've certainly never had demons. But I'm probably the only guy here who doesn't care much about that thing they call " magic ".
[quote who="BoogieBac" reply="3" id="2736825"]Talked to the IT guys, and this should no-longer happen with future patches (was a throwback from the beta period).[/quote] Good to hear. Sort of a minor issue but easily fixed. Thanks!
Expect any patch for just about any game to mess up previous savegames. This has been the case with... almost anything.
The way the minor faction hubs are implemented implies that they are just small mining camps, outposts, universities, or trading hubs. They aren't intended to grow. However, the main reason they don't grow is because there is nothing for them to grow into. If the mining camp were to expand it would lose it's special features or graphics. Each minor hub has a specific bonus to it including iron or crystal (that the city generates) in addition to an adjacent bonus resource. If you really hate t
Nice, thanks for posting this in the quote (might want to go back, edit, and delete the previous code post to reduce the size of this thread, lol). btw, these forums don't actually have the [spoiler] tag. I sure wish they did because it'd make sharing these XML mods a lot easier. Anyways, I'm gonna load this up right now! Also, OP, could you delete the first [code] post. Might make this thread a little easier to read :)
[quote who="OMG_pacov" reply="106" id="2736650"]Started a new post, but in case you only look here: I'm pretty sure this is a new bug, but maybe not. I start a new game. My sovereign has no equipment. I come up on a creature that is strong. I get the option to auto-battle or battle. I choose to battle to run away. I succeed. My spell research finishes for flame dart. I re-engage monster to kill them using magic. My s
I noticed you could add more numbers into the terrain type, hehe. Faction background is the display behind the character when selecting a faction. It could be a castle or the forest or whatever. Most the images are in the "\Gfx\Backdrops" folder but I believe you can select anything (it doesn't have to be defined).
In my opinion, we need a way for heroes to slowly gain experience. So far nobody has found a way to implement this. UnitStat_Experience is how much the unit is work (in experience) when killed. I'm sure in time we'll discover the experience "stat" or a way to manipulate it. I'm trying to think of way to circumvent this. I'm hoping the patch will help with NPC monsters and I've created a mini-mod that makes them all 20% weaker (in HP) which seems to help. I'm also trying to think of a
The "Road Warriors" bonus is also incomplete. I kinda wanted to have that one for my trading empire. Road Warriors Caravans produce roads faster. <
Hmmm, I don't believe that they are effecting city prestige specifically. Additionally, I believe that prestige is being rounded DOWN (which I hate) which might be messing up any results you might be expecting. Prestige is a bit of an annoying little resource, imo.
We used to have an sort of echantment slot display back in beta... I thought it also had more data then was displayed now too (city and effect). They should go back to what they had then, imo.
Great work, yet again . However, my program doesn't look like your screenshot. I don't have the cool text or the colored background. It looks all plain to me (white and boring fonts). Perhaps the "Starting Unit Types" window should be quite a bit larger and have checkboxes. You could also rename the numbers in "Environment Terrain Type" to their corresponding terrain and allow for all the options: 1 = Fallen 2 = Grass</
Nice work! You're well on your way to a Armor Overhaul Mod. Thanks a lot for the gloves :) P.S. Got it loaded and working. Great stuff! Quick question: Can armors be re-colored or are they textured? Also, have you seen the " Old Armors Mod "? I'd love to see what you could accomplish with all those.
Great idea, I was wondering about this too. Perhaps they are in the CoreDefs.XML file. I'm not entirely sure.
Also, you might not want to modify any core files. Use the mods directory or something. Your gonna lose stuff when they patch.
[quote quoting="post"] Well as the subtitle states, I am waiting for the harem mod! Get too it people! [/quote] lol, what are you waiting for? Go make it! ;D
lol, Windexglow failed a deception check. Anyways, patches are always good and always welcome in my book. They come standard in any game and only help to improve upon it's quality. Patches are a good example of a company supporting it's product and responding to customer needs.
They are specifically capped at level 1 to prevent the minor factions from ever getting too large (I suppose). I think this was also an "easy" solution on how to retain the default benefits that the minor races are getting (ie. mining camps actually produce iron, crystal people produce crystals, ect). That is their benefits.
Hmmm, still having trouble getting this to work. Not sure what I'm doing wrong either. But excellent progress on figuring this out! Also, I REALLY like the idea of being able to go into the Inn (or maybe the Pub for lower level heroes) and recruit them. We could probably make it an unlock-able ability (while in the city) or maybe just a purchasable "Deed" to "summon" them.
I haven't discovered where it declares the initial sovereign points yet. I suspect it must be somewhere in CoreDefs.xml but that'd just be a guess.
I haven't figured it out yet. Kinda hoping that this is possible so we can do things similar to dice rolls in D&D type games.
Good ideas. I'm working on a way to implement taxation right now with a little CityHubs mod. No idea how to base it on population without being able to implement equations though, that's kinda a stumbling block some of us have run into. I was thinking of changing the tax office to grant +10% to trade or something (in addition to a +1 bonus). I really like the idea of minor "houses" existing without our factions. They can be easily implemented via minor factions (or possibly nerfed fac
[quote who="Campaigner" reply="9" id="2733161"]I've heard of Jagged Alliance but never played or seen it. So fans, tell me why I should be excited about this remake [/quote] Play it and see for yourself :P Also, Silent Storm was fun but, imo, they missed a lot of great design possibilities. Firstly, the traits and abilities you could level up with were lacking, limited "open" development, and somewhat boring. Second, the characters didn't have as