James009D

James009D

Joined Member # 1823222
23 Posts 922 Replies 957 Reputation

I think we need a worker unit who can slowly clear forests (and gain materials for doing it!). I also second Rabenhoff's idea that there may be hidden locations currently unknown to you. Also, try <a id="ctl00__Content__RepeaterReplies_ctl01__LinkUser" class="hand" title="Click user name to view more options." onclick="Sd.Menu

6 Replies 5,375 Views

[quote who="Razgon" reply="2" id="2733763"]Didnt Masters of Magic have your heroes gain 1 xp per turn? I think thats a pretty neat feature.[/quote] I'm working on implementing a passive experience gain per turn for my " Abilities and Histories Mod " but cannot get it to work. I have some ideas and it must be possible but the trick is implementing it. This is rather essential for merchants and farmers who aren't out conquering and adv

15 Replies 6,549 Views

I believe that caravans are supposed to respawn after five turns (or so it claims in the game code) but idk. Might be an oversight (and an exploit) because they let you build another and you still retain the bonuses.

19 Replies 7,898 Views

If someone has the old diplomacy tech tree code it's possible we could re-implement it.

4 Replies 5,188 Views

Great idea! This might already exist because I occassionally see a bandit disappear and then an injured wolf. However, this could be a little more pronounced. Also, as OsirisDawn said, that might just be heroes doing the attacking. Heroes are a seperate faction from the monsters so they can be hostile to one another. We could

3 Replies 18,980 Views

Sure, put this file into your "Units" directory (Mods should work too). ModCityHubs.XML NOTE : This is a test version. I'm currently trying to imeplement some kind of a tax system and the ability for minor civ's cities to grow (needs testing). Perhaps your placing the modification in your "Data" directory?

13 Replies 7,374 Views

Agreed with both of you. I'd also like to be able to build a few more trade routes (roads). Also, I'm working on a mod that will implement taxes a little better but it's a ways off.

11 Replies 11,092 Views

haha, if you have thousands of gildar to spend consider getting all the jewelry in the world. Then ANYONE ONE, even the lowliest of adventurers, can be like Mr. T.

3 Replies 4,817 Views

They can be useful to trade with, for treaties, or arrange marriages. Furthermore, their cities have some small but inherent advantages such as crystal or mining based on their function. They might have a crystal resource you don't have access too and can trade for. @Carewolf, most of the army types are dependent on resources and technology. I haven't even really seen a minor race build any units so it wouldn't be too useful to conquer them for their army. I don't know if you can use

5 Replies 2,511 Views

I believe it's one of the special abilities. Check some of those files, I'm unsure which one it is specifically but I know I saw it when I was poking around yesterday.

3 Replies 2,407 Views

Think how long it'd take children to grow up if the aging was accurate. Right now it takes 100 turns for them to reach 18 (and then age normally). It'd probably take thousands of turns if aging was accurate.

14 Replies 5,910 Views

I believe it defines whether or not that resources is shared between cities. I don't know exactly how it work (if at all) but it probably can restrict a resource to one city. For example, a "Community Garden" improvement might grant you one food. With 0 that food SHOULD only be available to that city alone. I haven't tried modding improvements or buildings yet, it's on my TO-DO list.

65 Replies 189,255 Views

[quote who="Sencha" reply="2" id="2735189"]I tried to suggest an Asian themed mod in a separate thread but no one is biting. If it doesn't take off, I would be all for a sci-fi themed mod Haven't seen Full Metal Alchemist, but a Mechwarrior based mod could be awesome.[/quote] At this point expect to do most of the work yourself and continue without a lack of feedback. Can't expect things to just happen, most people are lazy!

8 Replies 7,035 Views

Thanks for keeping this updated! Could you also add the [REL] Breastplate and Thighguard Armour Mod , which is awesome but hasn't been getting the attention it's deserved. Once we start getting more mods you may want to start finding a way to organize which ones are released and WIP using colors or tags. That'd help folks know whats availab

155 Replies 135,546 Views

Man, I downloaded this mod and tested it out and it's awesome. For some reason I thought I'd already told you how awesome it was and also thought I saw this thread flourishing with "Awesome Mod!" posts but I suppose it was a dream (I'm DEAD serious). I also thought it was named something else and have been looking for it for a while to see if you'd done any more with it. Anyways, I love your new armors. They look great and add some good variety. The thigh-guards are especially nice be

27 Replies 98,315 Views

You need to do this: George_Bush NOTE : George_Bush is not a real leader. You'd need to set that to your sovereign's InternalName. I have no idea what PreferredLeader does, could you elaborate on that? Also, you can copy the sovereign into the faction file if you want as long as yo

3 Replies 3,843 Views

Start with something small at first. Make some new factions and characters to get the hang of it, then possibly do some weapons, and armor. It's best to just see what is already there and work off it. Explore, discover, create .

4 Replies 3,139 Views