I'm sort of astonished that Sword of The Stars 2 isn't on more people's lists, given the games Stardock make anyway. But yeah, way at the top is SotS 2, then Skyrim, Serious Sam 3,... and thats about it (hey thats a lot of S's). I'd agree with Diablo 3, but there's no way that it is making 2011.
Terraziel
Just for clarity Apocalypse WAS the last of the X-Com games (ignoring Enforcer and Interceptor). The "recent" UFO games are not actual X-Com games (different developers etc), but they are pretty good still.
Whilst I don't have similar specs my suggestion is that if lag is an issue just play on the 2d version of the map, strategic view or whatever it is called, Which is what I did for the majority of the game, once the "ooh, everything is pretty" effect of the graphics wore off I found the strategic view to be much better to play on.
[quote who="Rnick" reply="21" id="2794123"]The second was pretty much all sheer cliffs which I hated, and the third is my current one. It's semi boring around my spawn, but there are cool cliffs off in the west.[/quote] I generally find something (I do one "project" per world) to do with whatever world is generated, my second world had a random giant spire of rock in it, which I took to hollowing out to make a sinister castle of, because you know, it seemed the thing to do. similar
[quote quoting="post"] + Added new data def type, CSpellResourceCost, which can be used in spell def xml to specify resource costs on casting a spell, as well as any persistent maintenance costs if this spell is an enchantment - tag used in the SpellResourceCost xml object to say whether the cost is deducted at time of casting (Per-Turn is 0), or if it is a continued maintenance cost that exists as long as the spell is in effect through an enchantment (Per-
[quote quoting="post"] Of course I know there must be a way to overide the default xml file without just overwriting it. [/quote] You'd think that, but you would be wrong. Technically you don't have to overwrite it though, just change the extension on the original and place your modded copy in the data/sp folder as it just loads any xml files in there. you will have to run datazip,exe (found in your elemental install directory) to get it to detect the changes.
Ah, a place to rant. Further complaints that i have remembered since last time Let us use Calculate EVERYWHERE, ie why can't i use calculate to determine the duration of a spell, to say nothing of using it to calculate what improvements produce. Let Calculate include more than two things at a time, i just came up with a theoretical spell that would requires 21 separate calculates because of this nonsense Minimum requirements, I'm sorry you can't
[quote who="Kalin" reply="88" id="2783709"] Quoting Terraziel, reply 86 One of my initial thoughts for something to mod in was this sort of system, but I was going to go the stage further and make your cities compete with each other, so that people would migrate from the crappy outpost towards the more developed cities. so that if you just dropped cities everywhere you would just end up with a lot of ghost towns (which would obviously gain you nothing).
[quote who="Nick-Danger" reply="79" id="2783639"] Make population limited and global. Make us compete with other sovs for the limited population. People become the determining resource. This would limit city/troop spam. Make putting people into armies hurt economy/etc. and make the loss of troops hurt so we don't throw them away heedlessly.[/quote] One of my initial thoughts for something to mod in was this sort of system, but I was going to go th
[quote who="Kalin" reply="6" id="2781846"]Nah, the best way would be to have the faction make that by default (via faction abilities). You can come up with some weird explanation for it, but this way people won't be rushing for capitals to take over said resources and grow x times as powerful in the process.[/quote] To be fair, capital rush is exactly how it works now, as it is pretty much guaranteed to have more resources than any other AI city. Indeed, though we keep calling
As far as the ever increasing starting location resources are concerned, I think they would be better off dropping them as a conceit and just making your first settlement produce them by default, some sort of dubious special building, The Sovereign's Throne. or something like that. They could then go back to allowing random resources around your starting location which would add necessary variation.
Admittedly it would have to go hand in hand with certain changes to the way tactical battles work, but I think that without, to use Magic the Gathering terms, interrupts and instants, then the magical battle...vibe, will be as absent as it is today. Basically, Counter spells and spells that can be cast during the opponents turn. As for actual spell ideas, again to mention Magic the Gathering (I apologise, I'm surrounded by like 15,000 cards), but just through sifting through
To make it easier to mod the core of the game i want any of many things, first is an xml tag that can be placed at the top of any file making the game ignore the core file, ala CoreResources.xml so that to remove things I don't have to actually edit those files. and yes whilst I am fully aware that filename is meaningless i see no other easy way of doing it. Second, is to allow a choice of data directory, by which I mean in
[quote who="Djohaal" reply="7" id="2780508"]Oopsie, did you get my PM? I could do the tile art for the project.[/quote] Yeah, I did get your PM, apologies for not responding, but at the moment it's so early in development that I see no point in having someone make art for things that might not exist later. Once I am happy with the background mechanics, which I'll admit probably won't be until stardock give us access to something better than just the XML, then I shall sta
[quote who="Terraziel" reply="4" id="2779343"] Quoting Goontrooper, reply 3whether or not the AI is able to handle it. This what I have been trying to figure out for the last few hours....and I have no idea...95% of the time the AI just doesn't expand, it refuses to train troops even when given large quantities of the required resources. now obviously, this leads me to think I have screwed something up somewhere, but then that last 5% of the time, it works fine, trains troops
[quote who="Goontrooper" reply="3" id="2779002"]whether or not the AI is able to handle it.[/quote] This what I have been trying to figure out for the last few hours....and I have no idea...95% of the time the AI just doesn't expand, it refuses to train troops even when given large quantities of the required resources. now obviously, this leads me to think I have screwed something up somewhere, but then that last 5% of the time, it works fine, trains troops properly, designs troops
READ EVERYTHING BEFORE USING First things first, this was created using the latest MP enabled beta patch, so i can't vouch for it working with anything else, that said it is Single player only. Secondly, Only try this mod if you know what you are doing, whilst installing it isn't actually that complicated or dangerous it still involves dealing with core files. ie yo
Just as thought about your clothing issue, its possible it's an issue caused by the newly created SP/MP xml folder divide. Try putting your modded clothing files directly in to the ONLY-SP folder, as for some reason pre-made\core units seem to only read the xml files in there.
1 Admittedly I haven't tested this out, but in theory as long as all your units (as defined by unit types) have that line then, whilst custom units wouldn't be turned off, there would be no base entries for you to design from
The idea is sound, and indeed one I would have modded in by now if I could figure it out, but as Rabenhoff has essentially explained but not consciously mentioned, what you really require is a reason NOT to build a city, with there being literally nothing but benefits to building cities everywhere there is no point in outposts, what you would require is for cities to have a cost to them which outposts don't.
[quote who="Robert Hentschke" reply="6" id="2756504"]For spell modding, some variables are not accessible. For instance, you cannot do a proper AOE spell because the spell cannot multiply the damage by the current (or max) number of members in a unit. Only total HP are available. [/quote] That's not quite true, CDATA expressions can reference TroopCount, though admittedly i haven't tested it, but it is there atleast. Check RangedAttackSpells.xml
Whilst not wishing to derail this thread, this quote from the book given in the unamommer review, [quote]He yanked the sword out of the first one’s throat and swung it at a second, the nearest one to him, gouging it in the shoulder, and the thing screamed, and slashed at Calis’s blade ineffectually, and Calis slashed again, and caught the creature in the face, and blood gushed, and it screamed a second time, and stumbled, but that was all Calis saw. [/quote]
[quote quoting="post"] I'm hoping that the bigger the city level, the more tax revenue it produces, but I've got to figure out if it's possible for a building to check the city size first. [/quote] Coincidentally, I was experimenting with doing this earlier, and whilst this should work through using a CDATA expression (check the CityLevelUpBonuses.xml for a fairly specific example) It doesn't. For no reason that I can discern, though it has been posited
[quote who="kelceydamage" reply="6" id="2740541"]haha, I just want to learn how to change 2 numbers for short term gaming. I don't know how to mod But somewhere in an XML or TXT/INI there has to be a line "stat_points_per_level= 1" LOL [/quote] As it happens, there is. In ElementalDefs.xml you will find 1 as to the Constitution changes that
Has anyone found what ties Prestige and population growth together? The Population section of ElementalDefs.xml doesn't seem to do anything, atleast no matter what numbers I put in there 1 prestige is still 1 pop growth