James009D

James009D

Joined Member # 1823222
23 Posts 922 Replies 957 Reputation

No problem. This isn't too difficult (excpe part 3). Make a new XML file called MyFaction in the "My Document/Elemental/Races" folder. Copy all the code from the CoreRaces or CoreFactions file Remove all but one faction keeping the first couple lines of code and the last line of code. Those declare and end the document. Customize the faction to your liking Copy the entirety of your sovereigns code into the xml (or keep it separate, your c

4 Replies 3,226 Views

Damnit, beat me to the punch. I was just looking into this and the reason Pioneers can settle is because of their Pioneer Pack which allows them to have this: Unit UnlockAction <span style="color

7 Replies 7,862 Views

You could try putting all the code in a [Quote] instead of the [Code]. Save yourself an upload. Also, the [Spoiler] tag wasn't because of any spoilers, it's to reduce the distance of the thread, lol. It'd be like reading a book to find a "spoiler" as that thing is over 3,000 lines of code.

17 Replies 60,358 Views

Apologies, my modding is kinda hectic. And, yeah, I'm kinda unorganized right now. The values could change daily and it's difficult to track them. But I do intend to do that one of these days (on the TO-DO list). The best bet would be to check the changelog (in the readme) but that's about as descriptive as a piece of notebook paper. Thanks for the feedback! I'll try and release another update tonight with new talents, some special abilities for traits, personality traits (cosmetic on

65 Replies 189,254 Views

Yeah, I'm trying to enable something like this for my " Abilities and Histories Mod ", I've got a discussion on the topic here too . I'm not sure how to change the constution stat as it is, however, if you wanted a trait to do something like this you'd need something like this: &

5 Replies 5,391 Views

[quote who="Gnrl Tempest" reply="1" id="2734141"]Ok, so i just did some testing and here is what ive found out. By creating a new xml file "Gold.xml" and copy/pasting the "NPC_GoldProduction1" ability from "SoverignTalents.xml", it seems that unless you erase the ability from the core files it just adds on. IE first thing i did was just change it from 1$ to 10$, actual gain was 11/turn(1 from core, and 10 from mod). After that i tried messing around with the calculation system and even tried

3 Replies 3,898 Views

Sure, that'd be neat. I'd love to see those changes implemented. Shouldn't be too difficult to do... should it? Just include an additional tile improvement for the alternate race that does whatever.

3 Replies 5,014 Views

I haven't messed with questing but if someone can implement quests like that it'd be awesome. It certainly would make it feel more alive (also, quests should gain exp :P).

4 Replies 3,638 Views

Agreed . Some of the animations are VERY slow . I'd also like to be able to move multiple units at once in tactical battles instead of waiting for them, if at all possible.

5 Replies 4,121 Views

Yeah, agreed, we should be able to re-marry, especially if wifey dies. Be more careful with your woman next time dude! lol.

16 Replies 12,355 Views

I believe that shapeshifting will certainly be possible (just change the model type and animations). However, how will you remove items and clothing? Can I shapeshift into a sheep or a chicken, lol? Also, I'd come up with a list of possible art assets to select possible shapeshifting animals or creatures from. No sense doing a cat if there is no cat asset (unless it's a placeholder). I'd start with tank (bear), offense (wolf), and magic (shrill or something) and go from there.

3 Replies 6,019 Views

If you want to try my " Traits and Abilities Mod " it sort of puts characters to work. All the abilities and traits are rebalanced a bit so that they function a little more like you'd expect. For example, a Merchant will make money, however, he'll make more money if he is placed in a city and also boost city commerce. You have to choose if you want them stationed in a city (gaining the best of their abilities) or out exploring, conquering, o

4 Replies 3,638 Views

Yeah, allowing us to edit descriptions and quotes on the fly would be a nice addition too. Actually, Stardock should add a notepad into Impulse Reactor... that'd be a nice start.

5 Replies 4,823 Views

I'd just like to add that I've noticed units spawn with the default 5 HP but have a much higher capacity (based on your abilities). They basically have to "heal" until they get all their HP.

15 Replies 9,901 Views

I believe that one problem is that as everyone (including the AI) researches Adventure the monsters get more powerful. This becomes a problem if you have a full load of AI players because, inevitably, they are going to dabble in Adventure and add one more level to the monsters. Eventually the monster level quicker then everyone else when they have stacks of 50 and you have five peasants.

27 Replies 69,116 Views

Alright, I'm trying to implement skills into the values of bonuses from things like "Merchant Master" or "Farmer" in my " Abilities and Histories Modification " ( check it out! ) but cannot figure out how to properly implement the code. Here is what the code looks like right now for a merchant's passive income (intended to test the code):

3 Replies 3,898 Views

Talents are pretty versatile but I don't think there is a way to scale them or make them improve yet. I've got a " Abilities and Histories Mod " you may want to check out as it adds some new talents, traits, weaknesses, and histories. A lot of what you want is already implemented in this mod. Also, if you or ANYONE can find a way to implement passive XP gain (either in a city or not, I dont care) LET ME KNOW, PLEASE. This is one of t

2 Replies 4,570 Views

I believe that even code inserts would amount to re-doing the entire mod. Best if he can just upload it (depositefiles, dropbox, 2shared, megaupload, I-Mod...).

17 Replies 60,358 Views
Reply to marriage in War of Magic

NOTE : The AI players ALWAYS start off married. This is kind of unfair as they have grown up children usually around turn 150 or so... and it can sometimes take a while to find a suitable player bride. Also, I'm trying to make it so that you can start off "Engaged" via a trait modification but cannot get them to spawn as a champion. If anyone has any tips, I'd appreciate it. I hope this mod will help balancing the whole marriage thing a little (if you want it to).

4 Replies 5,361 Views

Good post. A lot of the equipment needs re-balancing to make things worthwhile. Champions certainly need to be expanded upon and improved in strength. I like the idea that squads and armys have individual attack and defense values instead of combining all of them. That is one solution to army overpoweredness.

76 Replies 321,269 Views

I don't know if all the data in that link is accurate, syneris . The Dagger used to have a speed bonus which made it worthwhile... it really feels useless now.

7 Replies 7,061 Views

I admit I "Love it!" because of the modding possibilities. It's like a big, fun, fantasy sandbox that I can explore and create my own world in. Sure, it has some bugs and performance issues (most were fixed with the patch and then updating my video card). If you don't like something, MOD IT :D Just kidding, that really shouldn't be an excuse for a game but it does stand as an option. And that's going to be my favorite thing to watch... lets see what changes and is created over

125 Replies 401,672 Views