James009D

James009D

Joined Member # 1823222
23 Posts 922 Replies 957 Reputation

EnvironmentTerrainTypes : 1- Fallen 2- Grass 3- Desert 4- Arctic ... I think that's it, it's all I've tested. you can make your sovereign and then past his XML data into the faction so he or she is included with it. GenericUnitType_Male > seems to define the characters in the Faction selection screen. But, I've noticed they are stripped up th

21 Replies 75,258 Views

Yeah, I'm probably going to be all over LAN and Hotseat. Please exist (*%^& Blizzard)!

5 Replies 6,063 Views

Paragraph four is kinda confusing me by explaining mechanics I haven't seen or heard of previously. For example, the bit about the Knights being available without Iron and the Scholar being attracted by reputation and research might. It'd be great if those exist but, somehow, I doubt it. Looking forward to being more pleasantly surprised then I already am...

12 Replies 21,192 Views

I think they still had to fix re-loading a game (from a previous game) but outside of that I've also had "fresh" games that have loaded slowly. One guy reported a five minute loadtime, that's crazy!

1 Replies 1,537 Views

Agreed with OP (much of this COULD be accomplished through modding, not that it should have to be) and on Hotseat mode. We need more interesting choices and diversity. I especially like the idea that the Tavern/Inn can attract Adventurers, maybe they should also continually spawn from these buildings too (hero population replenished). I'd also like to see more interesting characters, NPCs, and more AI settings for factions and the individual heroes.

27 Replies 10,753 Views

I think we'd still hit difficulties for the experience gain. The AI also wouldn't be able to use it so it'd become rather unbalanced quickly. The goal was to give each base "class" or history a experience gain. Sovereigns would gain a little more experience then NPCs but they'd both slowly level up. I'd eventually make it so they gain more of their exp doing something related to their class (adventurers and hunters exploring, administrators and merchants in cit

65 Replies 189,175 Views

Wow, that's pretty extensive and deep. I don't know if the game is quite ready for all of that. I'm trying to add in new traits (like a General history for the sovereign) and that is rather difficult just to get some small bonuses. If you can figure out how to do army maintenance, I'd love to know! There has to be a value for it somewhere. I'd also love it if someone could figure out how to tie attributes to trait bonuses. For example, charisma increasing morale or loyalty or making i

4 Replies 2,509 Views

The goal is to obtain +1 experience point each turn for the unit, yes. Unfortunately, this isn't as simple of a problem as it seems. So far I have yet to understand what "PerTurn" actually does. It doesn't seem to do anything... it's just there. There is no [IF new turn THEN] check as far as I can tell. I tested the code and it didn't appear to do anything. The unit was not gaining any experience per turn or at all. I at least assumed that it'd give him 1 experience more then any othe

65 Replies 189,175 Views

The game ain't done yet. They did make and design a campaign. The UI has been upgraded for release. However, nothing I can say can defend the tactical battles though... you got them here.

17 Replies 803 Views

[quote who="VR_IronMana" reply="8" id="2708252"] Using the Find in Files on Notepad++ on the directory where all the Core*.xml files live: UnitStat_Experience seems to set how much current experience the unit has. This seems like what you want. AdjustUnitStat appears to add to the existing stat. That seems like what you want. I'm guessing this based on seeing some description that said "Adds 2 to unit defense" and later on in the definition it uses "AdjustUnitStat"

65 Replies 189,175 Views

I tend to agree here. I'd especially like to be able to "attach" a unit to a caravan for protection. Heck, the whole trade system could use a little upgrade if at all possible. I really liked GalCiv2 trading too.

5 Replies 5,452 Views
Reply to City snaking in WOM Ideas

I usually only "snake" two or three squares to get a resource that can be multiplied by a city, otherwise, forget it.

10 Replies 3,145 Views

[quote who="StevenAus" reply="7" id="2708132"]I tried using Chrome but that didn't work, so I tried Firefox and it did work. (I'd really like to try this out, but is there any other download site you could use? Could it be Google Docs file download shared link, or don't you like sharing things on that/not enough bandwidth? ) Best regards, Steven.[/quote] I don't know many "good" download sites. I've never been a fan of Google and don't have

65 Replies 189,175 Views

I've been playing around with this recently. I took the Nords from Elder Scrolls and quickly made them into a faction, they're tougher then normal folks but lack some in diplomatic and economic abilities. I also successfully made an all female Amazonian race which is certainly unique. They have no male units and I had to design replacements which leaves me to wonder how the AI would handle them. Regardless, they're certainly interesting! I think I'll probably make a "tech" race who is

2 Replies 1,375 Views

Version 0.3 release .3- Third Release- Some bugfixes, small updates, refined heroes, minor balancing, implemented with Abilities Mod, added sovereign pack, added in some example factions. Download Link: http://depositfiles.com/files/4t7xj1sfz ** Important: Delete old .XML files before updating ** My next g

32 Replies 77,373 Views

Rather large update today. Total overhaul of the origional traits while remaining true, additional traits, and new histories . Here is the new download link: http://depositfiles.com/files/umg14xi55 If you have alread downloaded this, delete all the old .XML files before updating. Please report any

65 Replies 189,175 Views

I've always been a fan of "The Guild" series which is quite depressing; see Aractain comment: [quote who="Aractain" reply="23" id="2706517"]Yeah, this will be a really good "miserable life simulator".[/quote] So, I'm really looking forward to seeing how The Sims Medieval turns out. So long as it has some actual ACTION and some real ADVENTURE I'll buy it, especially if there are any halfway decent Kingdom options and it's an open world. Time will tell if this game is any good o

58 Replies 163,451 Views

I don't know if it'd be possible either. Perhaps early on in city/outpost development you could create a building to "define" the "city's" function between city, outpost, and fortress. Then have a specific set of building you can build afterwards. If it would/could be anything like GalCiv2's starbases, I'd build 'em and invest in 'em.

7 Replies 7,848 Views

[quote who="Frogboy" reply="22" id="2707003"] ... But without the public beta, we would never ever have been able to track this down. [/quote] See here, a testament to public betas. I know they can be stressful, annoying, and slow but, in the end, they can certainly be worth it. Everyone wins!

37 Replies 74,836 Views

I've been having success modding in new skills and traits, however, I'm hitting some roadblocks on finding ways to: Advance a skill Have different progressive levels of a skill Skills based on attributes Gaining experience based on skills I really like the idea of building up to the civilization stage but, at this point, I'd have

13 Replies 51,656 Views

I haven't updated this thread for a while but I do have an update today. I've reworked most of the core histories, talents, and abilities to give them a little more depth. I'm not certain if it's balanced or not but they certainly do bring more depth to characters and choices. I've also added in new histories (General, Politician, Scientist, Arcane Researcher, and Mage), new NPC "histories", and new traits to give the player more options and characters more depth. I'll release my newest updat

65 Replies 189,175 Views