[quote who="Zygwen" reply="3" id="2762457"]I changed my imbue champion spells to require only 1 point of essence but also cost mana. 3 points for Kingdom and 4 points for Empire. I felt that un-modded, in the early game Imbueing champions resulted in the sovereign ending up with no essence. However, late game this might not make sense since you can end up with 40+ essence once you have a lot of essence boosting structures. If I could i'd change it to require max(10% essence, 1) for Kingdom an
Aerion Istari
[quote who="cephalo" reply="94" id="2762525"] Quoting Aerion Istari, reply 93I'd really like to see some code in there to randomly populate the maps with resources and other objects too. Have sliders or something to allow changes in density and so forth. I would like to do something with resources, but currently the game seems to randomize them no matter what, and I don't know how to stop it. [/quote] Hmmm... The maps I downloaded from the Stardo
I'd really like to see some code in there to randomly populate the maps with resources and other objects too. Have sliders or something to allow changes in density and so forth. FYI: Elemental map sizes are based on a sector size of 16 x 16. So a 256 x 256 map is 16 x 16. That's bigger than a "Large" map.
These are beautiful. I would offer that you should try and keep the polygon count down on these so they don't cause performance issues.
AIM_
Has anyone else been able to add a tech and have it be researchable?
[quote who="Das123" reply="1" id="2758715"]I think the problem is that you can't satisfy both prerequesites in your GameItemTypes. Try getting rid of one. [/quote] Tried that too. Problem is, I'm not even getting the opportunity to research the tech.
I must be missing something, but damn if I can see what it is. I've stripped this down to bare minimum. I've taken stuff in and out. I can't get the game to show and/or research this new tech. If someone who has successfully gotten a new tech to work could take a look at this, I'd be grateful. Now's your chance to make me look stupid. [e digicons]:w00t:[/e] Below is a link to the f
This does make it difficult to mod existing items. I would guess that prerequisites also stack rather than overlay although that should cause less of a problem. [quote who="EviliroN" reply="15" id="2757693"]... P.S. Plz don't tell me to put down the matches and leave the fire playing to adults [/quote] No adults here. We're all kids with matches. [e digicons];)[/e]
[quote who="Heavenfall" reply="1" id="2757425"]I hope you can keep up! I did two releases yesterday and I didn't even put in half the stuff in it.[/quote] I'm going to encourage (if not force) those who contribute to keep their mods self-contained and easily identified. I may not be able to make daily updates, but we'll see how it goes.
Note: To those of you with mods out but whom I have not included; it has nothing to do with the quality of your mod but how well it fits into the overall goal as i stated it. But if you'd like to work your mods in, let me know and we'll work something out if you're willing to tweek your mod some.
Admittedly, Elemental has had some problems. But I have faith that Stardock will make the game right and as quickly as possible. I never doubted that for a minute.
Here's what I'd like to do. I'd like to put together a large mod made up of some of the mods already posted along with one I've been working on. My goal is to provide the following: Bug Fixes New, unique content Balance existing unit items Add some upgrade unit items Add mega items Bug Fixes: Self Explanatory. New, Unique Content: These are mods that add totally new stuff. Gnilbert's U
What I was hoping to do was to have spell damage inflicted increased or decreased based on the level of the attacker and/or the defender. Stat Points per level isn't really what I'm looking for although that might be an interesting thing to play around with. The game displays the level on the EXP bar so the stat has to be there somewhere. The only other thing I can think of is that the level is derived somehow. The basic problem I want to solve is that because a sove
Has anyone stumbled across the Unit Attribute for Level? That would be really helpful to give higher level heroes the appropriate amount of power.
Didn't say that. Just said giving credit in the source is good.
[quote who="Heavenfall" reply="3" id="2756389"]IHMO it's better to give credit in intro texts to the mod and such. A very small minority will actually go looking for stuff like that in the mods. And if someone takes a mod and changes it, then that person is responsible for it working. Not the original modder.[/quote] But on the other hand, it's nice to give credit to those who did the original work.
Good suggestions guys! Right now, modding is pretty limited. It's hard to fix things without just making them overpowered.
Awesome job. But I do have a couple of thoughts intended solely as constructive. Take these for what they are worth. In MoM, the Earth to Mud combat spell had the effect of forcing advancing enemy troops to break their skirmish line and single file march around the outskirts of the mud puddle. (this spell, combined with ranged attacks was very powerful) I'd like to see your Earth to Mud have a similar effect in EWoM. I don't remember a Create Gras
[quote who="Heavenfall" reply="19" id="2756288"]Improvements also have multiple prerequisites where the type is different, for example requiring both a tech and a certain allegiance. Tech CnC_Amarian </P
Wraithstalke, this is a GREAT mod!! I was wondering though if you could do a couple of things. Namely, give the file names a prefix. If I could suggest, WAA_AlternateArmor1.04.xml (WAA meaning "Wraithstalke Alternate Armor"). Also add the same prefix to the InternalName= tags for each item (those that don't replace existing armor). This way, your mod can play nice with other mods. Great work!!!!
the [eMOD] tag implies your mod is released. No telling how long before magic is fixed. It sounds like they want to throw out the baby with the bathwater and that will take a lot of time. There are quite a few mods out there to attempt to fix the broken magic system in the interim.
[quote who="Wintersong" reply="34" id="2755514"] quoting post Magic System Changes. This is an area that’s going to get a lot of changes. For instance, Essence will become a boolean (true or false). Your mana will come from a global pool of mana that is from the shards. The elemental spell books (earth, air, fire, water) will get moved out of character creation and into the tech tree so that players can determine what spell books they want. Various spells will gain a man
[quote who="Heavenfall" reply="16" id="2755590"]I'm telling you, you can't get light armor without first getting both those techs. There's something special about it. Maybe it's because the values are the same?[/quote] Though I haven't tested it myself, I believe you when you say Light Armor requires both. But, I started out with 0 on both prereq techs. Getting either tech gave the item. Is Light Armor