I wouldn't recommend modding any of the Core files either. Your bound to lose ANY and ALL progress if Stardock releases an updated that so much as touches that file. It'll also probably mess up multiplayer. I suggest you make a new faction and modify them.
James009D
Hmmm, I don't think I am quite following you on the whole "combining values from both XMLs" thing. And, yeah, I was just thinking about how more houses are going to require more food. That'd be a problem and I suppose you'd either need to increase farm output or lower the food requirements per house. Either one will require a little more coding (HINT: You can put it all in one XML file if to save space as long as you do all the necessary coding for the individual file). And be
I loved GalCiv2 and found normal difficulty to be just fine. I DO NOT play a warmonger, I usually play a industrial capitalist with some decent diplomacy and a small but strong standing army. I do the same thing in Elemental and I'm not having too many problems (although I did lose my last game). It might be difficult to expand slowly because the AI is going to expand quickly, however, you really don't have to play this game any one way. It's quite versitile. Give the game mor
Odd, I think/thought they'd removed the Drake leader. He simply shouldn't be availible. Is the faction the Snathi? Have you updated to the most recent version? Is this an old savegame, perhaps. Or maybe you created or downloaded a custom faction with a drake leader?
Wow, nice work on this! However, you might want to consider uploading it as the stupid [CODE] feature on these forums copies the numbers to the left of everything in a copy and paste. I doubt anyone wants to go through 3408 lines of code to remove each number, lol. This forum needs [SPOILER] tags too. This is probably the longest thread ever... with only one post!
Sure, I think everyone would enjoy seeing new items included. Just be sure to keep it all balanced. :) P.S. Cheating may result in your character looking like Gollum, hehe. Yes, think of Gollum.
Yes! The in your faction's .XML file will define the terrain. Here are some of the values: Fallen Kingdom/Grassy Desert Snow I believe there is a faction creation guide somewhere in the mod forums if you can dig that up. Good luck!
[quote who="zarq42" reply="1" id="2733035"]congratulations, but why should we care?[/quote] Nice. Very friendly . You could probably spend all day posting that in about 90% of the threads. Very cool . Anyways, congrats on winning the contest, enjoy your book!
RESERVED FOR [HOW TO] AND EXAMPLES Thank you for your cooperation.
"Be a part of a glorious future and serve your Kingdom/Empire!" <img style="border: 3px solid black; display: block; margin-left: auto; margin-right: auto;" src="https://www.elementalgame.com/images/artwork/Ele_Concept_Foo
I smell someone being dethroned in the near future. No way she will tolerate you in the long term. And you'd better leave her unmarried... for your sake and your Kingdoms.
You guys have been busy! Hmm, link didn't work for me. Download works but file wont open for some reason; says it's "Invalid".
Good suggestion. Maybe there could be a "First Strike" ability attached to the weapon. That should work and I believe that is an ability.
Yeah, I've noticed that too. For example, the Dagger is more expensive then the staff but weaker; it almost costs as much as an Axe. Some magical items are also REALLY cheap while others are ridiculous and then a cloak is as much as ten armors. Also, the "Superior Equipment" stuff is pretty useless because of their costs. DEFINITELY needs some balancing. MEANWHILE, all the NPC sovereigns are somehow equipping themselves with platemail armor by turn 15! WTH!
Ah, I see what your intending to do and I like it. That'd make cities much more grand and realistic. I'll have to look into the code for this later (on my TO-DO list, lol). Storage population looks like the default capacity for the city. Right? LevelBarrier is the population you need to increase the city size. So, Storage would need to be LESS THAN the LevelBarrier for this to work. I don't know if you'd need to mess with the housing though... I don't kn
You'd need to mod the CoreArmors, CoreItems, and CoreWeapons files. Don't actually modify the origional files though, copy them to the Mods folder and do it there. That way you won't lose your work in an update. You'll have to review how something like the staff is implemented and add that code to the other items you want in sovereign creation. For someone doing this mod (which is on my to-do list if nobody does), please re-balancing pricing. The dagger was nerfed, is more exp
Hmmm, I was hoping that was the solution but perhaps its elseware :(
[quote who="jscott991" reply="5" id="2732616"] I appreciate your help. I just don't understand a lot of the terms of art you keep using. What is "all the necessary coding?" I created an XML file called mod, used the text you pasted, removed the little thing you said to remove, but what other coding is necessary, because it didn't work.[/quote] It's not working because you need to declare the file. Remember that your using XML to mod this game, it'll do won
Actually, a notepad would be great just to keep track of things. Could have quests in there, things about heroes, and info about cities. Also good for jotting down ideas or bugs. Great idea!
I haven't messed with the population limits. You trying to make them larger or smaller? And what is your intended effect?
I've never played any of the Paradox games so I don't know how easy they are to mod. Which Paradox game is easy to mod? I know GalCiv2 is easy to mod, it's just like Elemental (and a Stardock game). Mount and Blade is another game I've played... and it is NOT easy to mod at all. Anyways, I don't want to debate this, lets get to your problem. Modding Elemental requires a few rules: <p style="padding-left: 3
Yeah, imo, the Peasant unit should either be disabled or fixed. Also, what is with that default avatar image... it doesn't look right for most races and should probably just be generated as well.
I believe that mana regeneration is disabled in the CoreAbilities.XML and isn't functioning because of it. No idea why though...
Don't forget this: MODS go into either " C:\Program Files\Stardock Games\Elemental\Mods" (then must be enabled or use the "My Documents\My Games\Elemental\Units" (or one of the other corrosponding folders). Stardock, please allow mods to have better folder support . My units and mods folders are becoming to unorganized. Furthermore, placing mods into the main Elemental\Mods folder is conflicting with the Windows security/adminis
Mana regeneration appears to be a disabled stat . You'd probably need to re-enable to code for it in, I believe, CoreAbilities.XML. I don't know if it works or not. P.S. This is probably one of the easiest games to mod I've played since Oblivion.