I am at work with some spare time, so I am dissecting some of the XML and notating it along the way. There are some items within that I cannot determine their functionality or purpose. Please feel free to correct any invalid information or add to the notes. I will update this accordingly. Please pardon the excessive carraige returns as this was done for clarity. [code="xml"] <!-- There are two files
Jharii
[quote who="Heavenfall" reply="31" id="2772070"]That's what I said on the last page, heh. [/quote] I wasn't sure which tag you were referencing and I was not sure if you had found the improvement type with the Outpost internal name, so I just added some additional notes on it. It has a direct impact on my mod, so it was something I had to take a look at anyhow. :) This is the kind of stuff that makes dissecting their XML so frustrating and time-consuming.
So I created two outpost types, First Outpost and Second Outpost: [code="xml"] First Outpost Second Outpost Outpost [/code] I then modified the CoreRaceConfigs to reference eac
[quote who="Heavenfall" reply="25" id="2757996"]On the topic of interesting possibilities, I noticed in the raceconfigs these tags Outpost Outpost which would possibly mean we can have one cityhubtype for our capital and another for our outliers. If possible, this would tie into tile design as well. Edit: The tag appears not to b
Is Someone trying to make an outpost? :) This looks incredibly useful to me. This weekend, I am going to be playing around with the city types to see if it is possible to have a single faction be able to create multiple city types. My goal is to have the player control one "major" city that is more sprawling in nature as well as the ability to create outposts at resources which will only offer caravan housing and a couple other buildings which offer defensive bo
You cannot exhibit bravery without first experiencing fear. It's simply time to face the adversity head on instead of hiding from it. And you most certainly cannot use it as an excuse. The sharks feed more when they smell fear and blood. Man up and go after your vision.
I think you'll get even more concise and creative input with multiplayer enabled and running. The AI is simply not robust enough at this point in time, which you are well aware of. Multiplayer will grant other levels of enjoyment for players, and you will be able to gather strategies for your AI improvements.
[quote who="falconne2" reply="58" id="2771261"]I never saw this poll. I'd also venture that most of the people who are dissatisfied are not active on the forums so wouldn't have seen it either. [/quote] It goes both ways. Only a fraction of people, satisfied or unsatisfied, are active on the forums. Just like everything else, you are more likely to hear unsatisfied people making their voices heard than satisfied.
[quote who="SeraphLeviathan" reply="79" id="2770955"] FYI, I have seen Raven's input and contributions to this game for the better part of a year now. If I had to choose where to place my "fandom" in, I'll gladly choose his constructive input over your destructive flaming of his constructive input. Are you his other account? Because I'm certain, "Here I thought this was a Strategy game and not risk, which is a strategy game made for ages 12 and up. I'm a lot c
[quote who="SeraphLeviathan" reply="74" id="2770902"] Oh, so what you're saying is All The Players would come up with a Strategy....damn. All I heard was "hurp-durp." And I heard that because your point is that you just want more unnecessary micromanagement. There is no need to have to personally, one by one, build supply depots to send all your metal to the capital so you can send it to your port city so you can use it to fashion cannons that you then have to transport
[quote who="SeraphLeviathan" reply="71" id="2770862"]I'm going to come out in this thread and say that I'm a MAJOR fan of global resources. ... It's historically accurate. The only resources that weren't global was ACTUALLY FOOD. The only resource no one complains about being global is the only resource that shouldn't be global. Metal is transportable. Timber is transportable. Food spoils and is only transportable for certain distances. If anything, food shouldn't be transport
I would like to see an implementation of new resources, both global and city-restricted, and how to reference them in the XML and how to display them in the GUI. Also, is there any method to disable the core XML content? I.e. I want to eliminate specific (all) default races, factions, weapons, units, etc. Thank you.
"Every other turn" is a bit exaggerated, I think. But if that breaks the game for you, so sorry. Maybe request a mod in the mod forum that eliminates this. It's hardly game breaking, and even if implemented, would likely be low priority on their list of things to do.
[quote who="kyogre12" reply="144" id="2770238"] Are you volunteering to maintain it, or are you just annoyed with how long it took me to add your mod? I'm plenty active, I just don't have the huge chuncks of free time required to update the list every day. I check the forums daily, but only for about 10 minutes at a time, which isn't enough time to add 15 mods to the list. Also, the list is updated. [/quote] If I was volunteering, I would have volunteered. I
While I greatly appreciate the initiative and the work done on this, Kyogre, it would be nice to have someone monitoring this that is a bit more active on the forums.
[quote]Now secondly and most important I must admit I found myself quite frustrated with the fact there's no numerical interface to input settings, only sliders which I must admit, while smart on snaps are still a pain to use. So I suggest numerical type-ins for XYZ position, XYZ rotation and animation rates. This would ease up precisie alignment of objects and rotations a lot, and perhaps if the devs are feeling generous we could also have a shift pivot option. This would greatly
[quote who="Djohaal" reply="64" id="2769720"]Actually, micro isn't THAT bad if it gains a good degree of automation. I'd like to point people to a game called Distant Worlds. It has about 20 strategic resources required to assemble whatever ship you want. Construction doesn't move foward unless you have such resources, however it hardly becomes a hassle to micromanage them, because there's an extensive "private" sector of automated ships which move around gathering resources and shipping them
[quote]Over the coming weeks, we’ll go over this one by one.[/quote] Just curious as to if and when this is going to resume... Also, there seems to be a lot more object types than only those listed. Dissecting and reverse engineering entails a lot of extensive (even if educated) guesswork. Here are just a handful that I uncovered recently: (different than RaceConfigs?) <Impr
Wow, that's a ton of excessive and tedious work. That should not even be necessary. They should offer some type of overrirde toggle. That addresses resources... but what of races, factions, tiles, units, weapons, armor, etc. Seriously, this could potentially be a relatively huge hurdle.
At the risk of sounding obtuse... Mods are only adding to the game. The default Elemental xml is still used, therefore, nothing is actually replaced. Is there a way to not use the Elemental XML short of removing them? I.e. CoreResources.xml and CoreWorldResources.xml will not be used in my mod. Instead, SL_Resources.xml will be used. Currently, they all are.
A turn-based strategy game should be feature at least a relatively complex resource/economy mechanic. There is no reason why there shouldn't be since you are not fighting against the clock. Complex resources and economies lead to much more diverse and complex city planning and tactical strategies of your opponents as you have strategic targets instead of the current system where it's just a "sweeping" of cities, with the closest being the primary target. I just began worki
I didn't read every thread in this post, but unit building can be dependant on existing buildings in a city, similar to the Kingdom's access to spider units. If you are talking about having access this in modding, it should be possible, but specifically, you could have a building generate a unique resource that the unit requires in order to be built. Also, CoreResources.xml has a and tag which may or may not have someth
[quote who="Raven X" reply="5" id="2767844"]I only played a few games in the Dark Sun campaign setting back in my P&P (Pen and Paper) D&D days. I thought it was a very unique setting that's for sure. Good luck with this my friend. I'll be very happy to play it when you're done. If there's anything we can do to help please let us know, just keep in mind until it's done we'll be putting the main bulk of our efforts into the Dragonlance Mod. Still, any help or advice we can throw yo
[quote who="Novaburst" reply="7" id="2767928"]I loved the old Dark Sun CRPGs from back in the day. Dark Sun: Shattered Lands Dark Sun: Wake of the Ravager Frustratingly buggy at times, but loved the psionics / magic and the story. [/quote] Those were definitely excellent games. There was also a Dark Sun MMO that was pretty fun, as well. Dark Sun Online: Crimson San
Some notes regarding the factions: While pouring over the DSCS (Dark Sun Campaign Setting), the faction structure started to come into focus quite a bit more. There are currently 7 city-states under the rule of Sorcerer-Kings, and all of these are covered in some detail in the DSCS. What this essentially means is that a lot of the "uniqueness" of these sub-factions are readily available. Many unique units, buildings, political structure, and flavor are all at my fing