I lot of us are kind of holding off on any serious modding until after 1.1 is released due to the huge change in the mana system.
Aerion Istari
Thanks!!
Based on what I've seen in the XML files, I had already come to the conclusion that 1000 = 100% before I read this thread. Most notably, in the CoreNPC.xml file in referencing the Chance to Spawn.
Dude, Norton won't let me anywhere near that filebin site. Says there are 7 threats including a trojans.
[quote who="Heavenfall" reply="1" id="2787286"]I don't think it ever did. You can use the A_ stat modifier in strategical to affect your whole faction, or the tactical mana regen for tactical combat.[/quote] I'm pretty sure it was working.
Has anyone else noticed that this GameModifier no longer seems to work?
Create a spell for the thrown axe damage. Use the spelldef as a model.
Congrats on the new baby. Glad to hear you're keeping it real. Babies come first!
Civ IV Colonization is a great game. Very moddable. Several really good mods out there for it. Age of Discovery II mod is as good as a sequel produced by Firaxis.
Better ability (or fix existing) to modify tech tree. Ability to have multiple "AND" prerequisites for tech trees and unit items.
[quote who="EviliroN" reply="2" id="2780932"]do we have to do this for all bows? [/quote] No. This is the SpellDef that ALL bows use. Just fix it in one place.
[quote who="Daynarr" reply="37" id="2778630"]Multiplayer version of the game is in beta, that is the version he means. It's downloaded from Impulse as beta version.[/quote] Oh, I'm not the slightest bit interested in multi-player. FYI: That bug exists in the single-player version of the weapons file also. Edit: Just realized that bug was fixed in the latest patch. Disregard.
[quote who="Heavenfall" reply="35" id="2778579"]If you're running 3.1 of the bugfix mod, and using the updated version of elemental without using the beta version, just delete the HF108_mechanic_Bowfix.xml file. If you're using the multiplayer beta version, keep the file until tomorrow when it gets patched.[/quote] What do you mean, "beta version"?
[quote who="Heavenfall" reply="11" id="2777073"]There we go, HF108_mechanic_Bowfix.xml - fixes the broken bow mechanic (thanks harpo99999 and Capn Darwin) Pulled the old file before anyone downloaded, so just get 3.1 and the bowfix is included.[/quote] That same bug "MineValue" exists for Catapult damage also. You should fix that too.
Looks like spells require the "MinValue" and "MaxValue" rather than just "Value" on calculates
I'm a programmer, not an artist. If there is anything I can do as far as adapting tech trees or whatever, let me know. And I assume the next project will be dark elves. :)
I'd like to see adding techs to a tech tree and building techs that have multiple techs as prerequisites.
Was teleporting a caster around to rally the troops. Contains Debug.err and AutoSave http://www.curtis-home.net/Files/DebugCrashMemory.zip
Are these models available for use yet?
Personally, I could care less about the fiction. I haven't read the book. I want a game that is pleasant to look at. Ugly terrain adds nothing to the game play aspect. My 2 cents for what it's worth.
[quote who="cephalo" reply="123" id="2764324"] Quoting Aerion Istari, reply 120Cephalo, will you be tackling adding resources anytime soon? I really lack the patience to manually place the resources. I am still unable to find success with making a map and placing resources. I'm still getting a full set of resources on top of the ones I place. That map you posted works much better, but I have no idea why. I'm going to need some help on that.[/quote]
Cephalo, will you be tackling adding resources anytime soon? I really lack the patience to manually place the resources.
It looks like this... if it finds these tags in the map file, it doesn't randomly generate. 151,61,3,Fertile Land,FertileLand,0,0,-1 183,62,3,Fertile Land,FertileLand,0,0,-1 143,106,3,Fertile Land,FertileLand,0,0,-1 171
[quote who="foxunit" reply="8" id="2762423"]Managed to crank out another spear, before going to sleep -.-zZ Hope you like it! @Aerion Istari: I try to keep the model lol poly, but sometimes it gets me [/quote] It's a tough balance to be sure.
[quote who="cephalo" reply="98" id="2762599"] Quoting Aerion Istari, reply 97 Hmmm... The maps I downloaded from the Stardock mods don't randomize resources when you load them. I've also gone in and edited them and they stay put. The only thing that doesn't seem to stay put very well are NPCs. I'm not sure what's up with that. Can you point me to such a file? I'm hoping there's an XML variable in there I can use to stop the random place