I just made changes to my core game files, like Sean said, I went into the game and none of the changes I made were working. It was still using default values. Am I doing something wrong here, or is there a step I am missing>>>
BlackRainZ
So the only value to change there is in coreplayerabilities right>> Just change it to 200 to have a factor of 10. The other 2 files don't need changes>
Sean, in CoreResources.xml, I am not seeing any values for food, what I mean is look at this example: Food Per Grain Amount of food each unit of grain produces. FoodPerGrain 0,0,0 Gfx//Icons//dude_icon.png --> <Ico
Thanks Sean. I thought editing the core files didn't work for some reason (it has been a while since I tried modding elemental)
yeah I found it heh.
I am trying to mod population by a factor of 10 so that means I need to do a few other things as well and I need help, so perhaps someone can help. These are the things I need to do: Changing starting pop to 300 instead of 30 (This is easy to do) Change requirements for upgrading cityhubs by a factor of 10 so the first level city hub needs 500 pop instead of 50. This I am having difficulty with. I thought I would need to copy all of the ci
Sean, I don't see any threads for FE modding, only WOM modding.
Healing items you have in your inventory will show up at the bottom of the screen with spells. I don't know why yours didn't show up, maybe you traded it with your other champion.
You can turn off auto turn if you want, so that you can control when your turn ends. You can also set manual placement for buildings, you might have it on automatic placement since it defaults to auto placement in options.
Another thing, you don't need to go into the unit details to use an item. When you click on your unit in the overland map, it has a small list of items at the bottom. Left clicking the item in that box would use it, so you aren't required to go into any other menu.
The reason why your weapon was changing color when equipping was because Green means it is better and it is increasing your stat in some way. Yellow just meant you had it equipped already so no change. Red means it is worse.
In the trade window you can also just equip stuff on either champion by just clicking on the item and hitting equip. It is much easier than you think actually (you thought it was clunky or awkward but it isn't, you just didn't know)
When you were trading the axe with your follower, you missed the opportunity to select trade and equip which would have saved you a step as it would automatically equip it to him.
Weight capacity is good because if you can't hold a lot you wont be able to equip armor and weapons and also it will lower your initiative, which is how fast you go (just in case you didn't know what that does)
Another point, some spells require casting time (1 or so turn). Some spells do not require casting times.
Pacov just finished watching first 8 minutes. So don't know if you later figure this out but there is a new thing other than just fertility and production called essence. Your start position did not have any essence it would be a blue color and a number after the color. You can only cast enchantments on your city if you have essence. You can cast as many enchantments as you have essence. So if your city has 3 essence, you can cast 3 enchantments on it.
yes i know but i can suspend disbelief for soldiers and pretend they are more. What bothers me is population and i know it may just be an immersion thing but to me that's important. Do you know what other things are affected by pop>
It is easy to select an outpost when you have soldiers on it or to select anything which is under a stack. Just click two times. The first click will select the troops, the second click (on the same tile) will select the outpost.
Well I confirmed that different units have different intelligence values, missed it last time somehow. I don't know yet what these values mean though. Obviously, higher the number the smarter but what does that mean exactly in game is the question. What will the monsters do if I set the INT to 5 or 6, or perhaps to 10> I don't know.
I am trying something different. I am editing the file that determines how important expanding is to the AI (priority of it) So I am lowering their priority for expanding in the Early and middle game and I will see how it affects them. If it doesn't work well to my liking, perhaps I will increase the build time of pioneers (or how much production is required to build them so it takes a long time.
It seems I can mod the monsters but it will be a sort of big endeavor. Have no idea what the settings will do exactly so it will take a lot of effort to get it to be good. I really want to mod population to be by a factor of 10 but not sure if it is possible. what i mean is instead of having 30 people, it would be 300 (requirements for city level up would also rise as well. Or at least I will try to increase how many people food allows and increase growth to get the sam
Okay I saw higher int values in there. Bandits are 10, darklings 5, etc. Dark Wizards are 12 int. Drakes and bears and stuff are just 1.
What do you mean cities is an upgrade from outposts> Do you mean you want to lay down outposts which can later turn into cities> This might be possible. The wealthy ability is still very useful because you will be able to expand more quickly, essentially that is the idea, but I am still playing around with it.
As far as I know, the UI is not moddable at this time (correct me if I am wrong) but it seems that from what Frog has been saying in the steam thread that when the game is released, just about anything will be moddable. However, I am not sure if the UI is a Kumquat engine hardcoded thing. I guess we will find out.
[quote who="Voqar" reply="20" id="3213179"]I would rather see the game released in a state that works for the majority than see it need to be fixed via modding. Seriously? The game is still in development. This thread is garbage (unless Stardock pulls from it as suggestions). Don't you think it's slightly arrogant and insulting to proclaim that you can do a better job than a whole team of devlopers and designers on their own game - that's still in deve