[quote]2. No, it is not possible to give different amounts of points at levelups. There is a file called CoreChampionLevels.xml but it is not in use.[/quote] I am not sure if this is completely accurate. You should be able to change the amount of points all champs and sovs get at level up by using the tag found in elementaldefs.xml . As for changing what the points do per level up, this is fully moddable. Every stat in CoreUnitStats.xml has a tag <
kenata
[quote]I would like to try mods but, don't use any mods because the game is still unstable, nobody should be using mods for a beta version anyway.[/quote] Ummm...Many of the current mods have been well tested in both the stable and beta versions of the game. As a Elemental modder, I think that fear of mods in the current game is a bit silly and that you are missing out on some really interesting expansions to the core game. Honestly, these types of statements hurt the community more t
I very much agree here. The game really does need to support random events of some kind. Though I think that Elemental is in a unique position to implement something very cool here. In Galciv or the Civ series, random events took the form of simple world changes - the additon of planets, the change of a tile, the destruction of buildings. Yet, Elemental could support these world changes, as well as supporting randomly triggered quests or spawning minor factions.
[quote]I can't load units from the xml files. Am I just too tired to think or is this a WIP feature? Looks great though. A real time saver![/quote] I'm not really sure what you mean by this. Can you elaborate a bit? If you are trying to load prefab designs, just look in the units folder to see what they look like. If you are trying to create something more custom, like units with building prereqs, look at how sion are created for a good idea of where to start. Monsters are another sto
[quote]Questions: Can I use this to make enemy units and creatures? Can I use it to make Armies of said units? How much of their information can I edit? [/quote] Honestly, this all is fairly easy to do by hand, using a simple text editor. If you really want to know the extent to which you can add new enemies/creatures, take a look at the amazing ACP mod done by impinc, or feel free to ask me as I have also made some additional monsters.
Probably not. Dioxus seems to be long gone from this forum. His last login was before the retail release of elemental. I have been playing with the idea of creating a unit maker, though I currently have a lot of things I want to do first.
[quote]i would like movement paths displayed. without them i don't trust the game to remember my orders and just end up moving my units individually every turn, which is really tedious.[/quote] I find it funny as most of the time, I use these types of path overlays to remember my own orders for units with extremely long movement paths. Yet, I still think that this is a final polish type feature and should wait until the other systems have gotten some polish before being implemented. R
I will check it out thanks. edit: I took a look at this, and the problem is an s. The target type should have been allfriendlyunits but I wrote allfriendlyunit which is wrong. Posting an update now.
While I think this would be cool, I have to ask myself a simple question, "Would I really want them to take time away from any other changes/fixes/additions to make this one addition?" The short answer is hell no. A longer answer is like this. While it may seem reasonable to add this, it probably would not be easy, quick, or even worth the effort in the short term. I mean would you really want some programmer at SD to work on this rather than updating the AI, or the magic system, or tactical
At this point, I only make sovs who are naked. Since you can't get rid of their clothes, I tend to find they just get in the way after a couple hundred turns and so every sov I make has no clothes at all.
This sounds like a cool idea, though I am not sure how well it will work. I know that Heavenfall recently try to add prefab units to the game and ran into a whole slew of issues. That is not to say that it would not be possible. Here is a list of your biggest hurdles: - The techs which spawn recruitables resources use the following modifier which appears to reference a hard coded spawn markers. [code="xml"] <br
[quote]Sure, if you got the book which wasn't included with the game. So it doesn't help. All the monsters, formulas and stuff should be explained in-game like in Age of Mythology.[/quote] With respect to monsters, a lot is in the game actually. For instance, most monsters have back story text that is accessible by selecting the unit and then clicking the middle medallion to bring up its info screen. From this info screen, you can see the monsters stats, its abilities
If no one else is going to, I am going to try and make it 1.11 compliant. I will not add anything in this run, but I would appreciate some help testing it.
[quote]Agreed. I admire the fact that they went off on a different path by making their own factions and monsters but since there is no place to read up on these new creatures in a monster manual type style or get any background on them at all is a bit underwhelming for me.[/quote] Just to point out the obvious here. Brad wrote an entire novel of back story. While this is not the same as a monster manual, it should give a fairly decent amount of story about the world brad was hoping
[quote]They could have just added a cooldown of 20 turns or so, or make it one cast per battle. I don't see how that would have any more significant balance implications than removing it completely does.[/quote] While I don't particular care for the removal of blink, I think that it is a reasonable design decision. Honestly, the code for it is still in the game and I know that Updated weapons will not be removing it. Personally, I think they should have simply increased the cooldown o
[quote]Kenata - Thanks for the thoughts. Please know that I wrote the above post because I was (and still am) really excited about Elemental. If I didn't care, I wouldn't have said anything. But I'll lighten up. I'm clearly a newbie, while you're clearly and old hand. You have a better picture of the future of things than I do. So if you and the other long-time folks think that my concerns are just 'wild fears', and that the connection between Stardock and the mod community has such potential
[quote]I have really mixed feelings about this expansion pack. It sounds like it will have lots of great stuff, and I really appreciate the thoughtful realism in Derek's post above. However, I'm a little confused and disappointed by the fact that this will be a separate product. I feel that the stuff which is planned for the expansion is all stuff which ought to have been in the original game. A living world? Heck yeah! But why is it coming in an expansion, instead of a patch/fix t
Well My thought was to give create a spell which applies this modifier: [code="xml"] ResourceMultiplier Rations &
[quote]If elemental want to be a game by it self, that is fine for me, as long I can use the same engine to create a mom like game. THIS is an extremely important quote. Without actual scripts to hook to functions in the game, mods are pretty much limited to "extra content". There are a few things you can do to change the game mechanics, but they are VERY limited (and often on/off toggles). Content = Hell yes, lots of potential. Cha
Ok Guys, Here is what I was thinking for an addition. A new spellbook called the blessing spellbook which features both tactical and strategic spells. MY thoughts on these spells are as follows: Blessing of Prowess - +attack/+accuracy/+dodge Blessing of Shadows - no counter attack (tac) Blessing of Retribution - +defense/+counter (tac) Blessing of Swiftness - +combat speed/+move multiplier/+dodge (tac) Blessing of the Coward - Instantly run all (tac) Blessing
Explorable dungeons are not really something I would really care about one way or the other. AoW had them, though they always felt a bit tacked on. I think Derek has a good point in his OP that this would take time and effort away from them making other systems more interesting and generally more fun. Personally I would rather have them add a worker capable of building improvements outside of cities or introduce city happiness. I think these would do more to promote a more robust experience i
[quote]2) UW on monsters: Possessed Battle Axe has the only one I think is not fun to play with due to Dread Fright. Personally I do not want wandering monsters with the ability to turf units out of my army hunting them (other factions being able to this is ok, since its all part of the war). Maybe remodel the code for this one unit only (and break its UW compatibility) to give it a different but scary ability instead of Dread like Double strike? Power Up + Double Strike on that would be
[quote]@ kenata: that would be awesome, did you have a theme for a chapter in mind? I had thought about proposing something for tactical based around your special abilities library. Doing straight up enchantments seemed lame, as it de-values the ability from the stuff in Artifacts, but I thought an expensive, 1 battle "Blessing" of the ability could work. I also am not sure if there is any way to apply something graphical to a unit to have it obvious "one fight only has magic superpower he
I was just thinking about it. Would yall like me to make some spells for you?
NJ, I hope I am not stepping on your toes with the whole staff mod thing. It was simply a way to prove a point to both myself and the community concering the idea of an item that gave abilities as a unit leveled. So what is the goal of your mod?