I agree, it's kinda annoying as is and, just from an organization perspective, I'd like to be able to drag people around to change the order. It'd also be nice if we had a... better UI.
James009D
Yeah, I kinda HATE having to re-negotiate the darn "non-aggression" pacts every 50 turns just so my scouts can continue and for new trade. They should be permanent upon signing for something like 10 turns, afterwords you can cancel them (with a cool-down timer before war can be declared). I'm almost to the point to go in and change the code for the "non-aggression" pact to make it infinite but I don't know if the AI would handle it well.
I don't believe so. There must be some way of getting mages but, other then champions, I don't know how to do it. I could always be wrong though... maybe they're not implemented yet?
I like the sort of X-Box achievements, it's just a fun way of tracking progress, seeing what you've done, and creating new goals for yourself. Some of my friends play the games soley for the achievements... they are called achievement whores and they know it. I also like the Civilization sort of "achievements" because they let you know whats going on in the world and keep you informed. It's also nice to kinda feel like you accomplished something important rather then hear nothing back
I bet you could but providing them weapons and armor would probably be a headache. I doubt you'd be able to design new units, they'd have to be provided. However, I really think that you could make something like that possible with some advanced coding and planning. Might take two days work for someone dedicated. You'd new a new custom race made up of something like Goblins, create all their "Monster" units, and make a custom faction combining it all. The units would probable be a hea
Nice work on the coat! I assume you can do the same for other sorts of clothing? For example, can pants or boots remain while wearing leg armor (ignoring clipping)? I eventually want to play around with clothing and armor too. I want to make it so you can purchase new clothing and add more types of armor. For example, we need the default gloves to be a +1 defense type of leather armor. There is just so much we can do with all the modding possibilities and we owe it all to Star
[quote who="VR_IronMana" reply="1" id="2701976"]Don't you have to use the internal name of the assets? For example, I have: GenericCrest24 So if you wanted to use Crest 12, you'd put in GenericCrest12 or for Crest_44, you'd use GenericCrest44 That way you don't HAVE to make a n
I don't mind having to leave a small three man guard party near the woods to deal with the occasional bandit or wolf attacks (I don't care what you say, you'll probably ALWAYS have those problems) but the 50 foot demon re-spawning every month or so is kinda annoying. You'd think once I amass all this military might they'd kinda go away.
I don't know if this has been mention but one could probably make Adventure techs grant small skill bonuses to champions (boost certain stats by 10%). Also, I should NEVER see a quest location that I cannot activate, I hate that "You don't have a high enough Adventuring level to see this location" pop-up. They shouldn't display if I cannot use them. Some better champion equipment would also be a great way to add more the Adventuring tech (idea #3). [quote who="_Scooter_" reply
Agreed, offspring need more choices and this would be a great start.
Ah, CoreTreaties looks interesting. Is it possible to make new treaties? For example, a permanent "rights of passage" treaty would be incredible. Of course, looks like we could make non-aggression permanent but idk how the AI would enjoy that.
If you really want to read into things then read into the "AbilityBonuses.xml" file located under the DATA folder. This file is relating to faction specific abilities and each "abilities" has a specific cost associated with it. I believe there might be a faction creation tool that they'll eventually release with the workshop (have they done it before?) but you'll probably be able to do A LOT more with the .XML code then any ingame editor. Personally, I'd like the ability to do the more graphi
[quote who="Civfreak" reply="2" id="2701404"] Quoting VermillionChaos, reply 1The issue I am struggling with is seeing how to call the UI for player interaction AND to tack nonstat(ability mods) on properly. Sigh, gonna have to read up on my xml I will need to do some reading too sigh .. I'm trying to do something as simple as defining the gold per turn of the merchant talent to 2+2 but idk how the hell to do that in xml lol. Before you say just put 4, I'm tr
Same as everyone else. The first one looks better, 2nd just seems blurry.
Good stuff. Will be very helpful to modding. EDIT: Abilities and Bonuses AbilityBonuses.XML Contains all the 'racial' specific bonuses for factions. Good for finding some unique advantages. SovereignHistories.XML Contains all the his
UPDATE : I just discovered code for custom soundpacks for characters (from Sovereigns.XML). [code="xml"] SOUNDPACK [/code] Soundpack Variables include: Soundpack_MaleKnight1 Soundpack_BlkKnight1 Soundpack_OldWizard1 Soundpack_DarkOracle1 Soundpack_FemaleAdv1</li
Looks good! Did you notice if this puts any more strain on the graphics? I'm placing all my mods in the "My Games/Elemental/Units" directory... because that's where the game seems to read "new" .XML data. I'm also not overwriting the original code if I don't have to, I'm just adding to it (which overrides the original code with the new and modified code, not everything). Also, I do believe that savegames are independent from recent code changes. I've been having to start new games to
Alright, I've been working pretty hard on expanding the current histories and backgrounds to flesh them out more and give them some small passive advantages. For example, if you station an Administrator (now also a selectable sovereign skill) in a city you gain a small building discount and a TINY boost to trade to represent leadership and efficiency. Merchants now only generate +1 gold per turn but, when stationed in a city, add a little gold to city income and give a small 5% bonus to trade
I believe that the suggestion would require some major changes to the current class, histories, and character creation system. It's best to keep it as simple as possible. HOWEVER... [quote who="Das123" reply="1" id="2700933"]This would make a nice mod. [/quote] It IS a nice mod, lol. I'm working on something simular to give more depth to the current histories, classes, and traits. I've given each history and trait a "passive" bonus to make each
Yeah, that summoned bear seems like an overkill.
Here are a couple bugs I've discovered: Techs "Refined Economics" does not appear to grant any benefits- Lemme double check this one "Refined Economics" has education description. Only "Recruitment" gives you a bonus, further techs don't appear to lower recruitment costs Buildings School gives economic bonus instead of tech. bonus Bazzar has granary icon and graphic. <li
Abilities, Traits, and History's Modification [REL Version 0.46] <p style="text-align: center; padding-lef
I suppose we could implement a trigger where after each successful fight there is a 10% chance of gaining a "victorious" ability. I know that Total War was FULL of those sort of things for gaining traits and it could probably be applied here. Once question I have is how feasible would "class" progression be? For example, can a city administrator get better at it and his bonuses improve?
I'm thinking some 'class' specific passive abilities that effect groups or stationed cities. Adventurer- Discount - 20% cheaper items for sale from merchants (for history_adventurer) Bard- Entertain - +20% to city prestige Merchant- Trader - Generates +1G and adds +10-20% more G in city Inventor- Research - Generates +1 research and adds +10% more research in city Loremaster-
Semi-unrelated but is there a Dwarf Fortress for... inexperienced people? I tried one of the original ones and it was just way too much for me to comprehend and the graphic were difficult to understand. I've heard about some things that improve the graphics but can't find 'em.