Darknutter

Darknutter

Joined Member # 2400851
7 Posts 49 Replies 513 Reputation

1.Personal Choice Issue 2.Works fine for me, i'm more annoyed when i teleport sov, who had a destination and move points. When he lands he moves to that target, instead of reseting destination 3.I like this idea 4.Isn't the unit's icon highlighted, ive seen it with enemy monsters... 5. Only have this issue, if i select from left side, and don't click off/on them again. seems to be an issue with selecting them from the side. 6. Never built parties, i mai

21 Replies 7,073 Views
Reply to Building Demo in WOM Mods

Ive tried with using the level system of city hubs, crashed my game a few times lol. I even experimented with several ways of copying them, no luck. I even tried to make it so that level 2 unlocks after level 1 is built, using code from squads and command center, no luck. Maybe i should try siege equip/siege factory. As to the techs being given invisible, that should be fine, since your building the building with the hope of unlocking the tech. Next question is, is it p

5 Replies 4,626 Views

After reading a few posts on the forum, I felt like seeing If its possible to replace entire sections of Tech tree, with buildings. Good news is, I made a Metal smith building, that evolves from level 1>2, Light metal>Heavy Metal. Bad news is that it does it by being bound to city level ups. From my experimenting, it seems that an improvement will only level up, if either new research happens, or a city level up. Can't even seem to tie it to population or turns existed. </

5 Replies 4,626 Views

Blitz, The shrines file only mods the minimum stuff to alter the shrines, for some reason i dont get duplicates for the shrines. As to where I found the info, its in the elemental/data/english/core improvements. Kingdom/Empire unlimited improvements files.

40 Replies 22,999 Views

blitz, are you playing empire or kingdom when getting 2 shrines? Manii, was more a proof of concept test, then designed to be balanced lol. Ill probably change it so the ring is more balanced later. As to the shrines, ill take a look and see if i can find a way to have it be a bit more balanced because ya infinite mana is kinda of IMBA...

40 Replies 22,999 Views

[quote who="LikeTheWhirlwind" reply="88" id="2738416"] Quoting Wizard1200, reply 80 Quoting LikeTheWhirlwind, reply 76I'm starting to think that squads having DEF equal to (individual unit DEF * NumberOfTroops) is a mistake. What do you guys think about this? I think this is a mistake, too, but that squads having an ATT equal to (individual unit ATT * NumberOfTroops) is a mistake, too, in my opinion. As many have already suggested it would be perhaps better to

114 Replies 213,548 Views

Youll need to have a building be connected to that tile, then set the metal generation for the building, specifics i dont know. havent tried that yet.

1 Replies 2,904 Views

Elementium is currently only gained via high level quest locations. There is no mining building, and i dont know about an actual resource tile either.

4 Replies 2,330 Views

did you start a new game, and have the game option "use mods" enabled?

9 Replies 4,842 Views

for XP its "My Documents\My Games\Elemental\" Ive been putting my stuff into the Items folder. Right now The game doesnt seem to allow seperate Mod folders, need to use the ones there already.

9 Replies 4,842 Views

Strange, i just tested them (deleted from folder and redownloaded) and they worked. What Os are you using? did you have to make any of the folders? Im using stock game with use local and use mods checked, and those are in my items folder. No issues. If you look at the research and click to see whats unlocked by the Magical equipment research does Mage's ring show there? If it doesnt then file is in wrong spot and game isnt reading the files.

40 Replies 22,999 Views

[quote who="James009D" reply="9" id="2735549"]I believe that caravans are supposed to respawn after five turns (or so it claims in the game code) but idk. Might be an oversight (and an exploit) because they let you build another and you still retain the bonuses.[/quote] I belive that is the time interval between people that use the trade route, Ie traders. I dont think the caravans themselves respawn, i think technically the 5 turn respawn is kind of like "trade has sol

19 Replies 7,866 Views

Modding the core files wont take effect unless you delete the data.zip file in the /data folder. From what i hear, personally i avoid modding core files and just use new files in the mod folder

9 Replies 4,842 Views

This file creates a new resource called "Cookies" included is a Soverign selectable ability to generate cookies, as well as a mana ring that regens mana in tactical combat(can be bought in shop or equipped on units). Only problems ive seen with resource is the fact it doesnt show up for diplomatic trade, probably because i did this in a few minutes. Also, its not pure/clean, it uses elementium as its base, as well as combining the Mana ring i made yesterday. Inorder to

1 Replies 2,373 Views

its probably a code side thing, there are alot of A_X that i havent found in the xml.

3 Replies 2,386 Views

CivFreak, ive tried similiar systems for it, however it seems that not all ModTypes, allow for their tags to be calcable. It seems to depend on the value of the for that modifier. James, Ya ive tried a bunch of things, the game seems to be fairly rigid when it comes to game modifiers. Kinda anti-modding IMO, since the system shouldnt are if your using calcs or not for something, yet it seems to when it comes to units.

65 Replies 189,016 Views

I belive is also a boolean flag, and it seems that some allow for calculated values, and others dont allow for them. Only reason i can think of that all my attempts dont work. If its true, then i hope we can get them to change that, and anything with a should be calcable, unlike now.

65 Replies 189,016 Views