I don't know how to script this sort of thing in this game, altering the numbers for EnvironmentTerrainType can't seem to find swamps, and adding anything besides a number results in just barren default landscape. Unless someone else can figure this out or I just randomly stumble on it, it's looking pretty hopeless. I could throw Yithril in the desert, they border the desert... Tarth suits grassland good enough I guess.
Valentine82
[quote who="w34sl3" reply="4" id="2753139"]What about defining the terrain yourself with some tags. I dont know how to do this off hand, but I imagine looking over the terrain types might give you some clues. Perhaps copying one of the formulas and then assigning a generic terrain number to it along with the desired terrain type. Maybe that willl define it as swamp terrain and you can use that as a reference xml file. I have been wondering about how we define things ourselves,
^ Thanks, i'm having no luck with this, I can't figure out how to tell a faction to use swamp environment as it's default environment. Honestly I can't even figure out what's designating Death Terrain as 1, Grassland as 2, Desert as 3, and Arctic as 4. I've looked in several files trying to find this, to no avail.
Yup, it's all generic terrain insofar as I can tell. I've started several games up testing values as high as 8 now, all genetic nothingness. EDIT: I'm going to start a game with a lot of factions and set each one at one terrain value higher than the last, see if that works. Edit: Rocky barren terrain was a mistake, it doesn't seem to be a terrain type I just got situated in a rocky barren area during a play test.
I know it's possible to get Death Terrain, Grassland Terrain, Desert Terrain, and Arctic Terrain simply by changing the EnvironmentTerrainType values to 1 through 4, but how about Swamp Terrain? Is it possible to set SwampTerrain as a default terrain?
I think it may work if you delete the whole Ignore set near the top of the file. It doesn't do anything but suppress functions.
Pressing X with a city selected provides the option, also click the city icon and you can click Destroy City in the City Information Menu I believe. That may or may not require research, but it should be the same menu that lets you rename cities.
Mediafire Link added. http://www.mediafire.com/?ubcqgofc5txbpt3
The straight code with all the changes. To install simply create an .xml file in My Documents\My Games\Elemental\ and copy/paste the below code into it Enable mods in the In Game Options Menu, then exit the program and start a new game. Loading a previous unmodded game may override the mod settings and require a program restart before the mod can be applied to a new game. [quote] &nbs
I recently created a mod to diversify Terrain Types suited to the different factions and tweak colors to match faction icons a bit more. I'll supply the direct code insert in the post below. Mod code originally found in Stardock Games\Elemental\data\English\CoreRaceConfigs.xml You can get the mod Here , just unzip it into your \My Documents\My Games\Elemental\ folder, if you want just the code it's in the post below. PS: S
Does anyone know the Terrain Type for Swamp. A bit embarrassing but apparently players can build on swamps, maybe the pre-patched version didn't allow it or maybe I mistakenly tried building in forest. In any event I'd like to make default terrain for Tarth swamp, and if there are different types of swamp, Grassland Swamp.
Yes unfortunately a new game is a requirement for any mod to take effect.
I really look forward to it, hopefully stardock will throw us a bone with true skeletons though, by the time the mod is out.
[quote quoting="post"] I'm one of the persons that aren't impressed by the current state of Elemental, but I like this forum so much I've never had so many interesting discussions on various subjects in such a short time. I spend a lot of time here, and would like to thank all posters for making it such an inspiring place. I think the number of posts shows that there is need for a good game in the fantasy TBS genre, because there are not many of them lately. And Element
When Civ V comes out I'll be playing it a few weeks, then I'll be back and forth playing both, then I have an obligation to go back to The Guild 2: Renaissance and mod the living hell out of it, then back to this. I'll just play this game until I can't stand the little voice in the back of my head screaming "Tweak this! Change that! That would be cool add that! Go look at the code and try to figure this out!" then I'll probably mod this game until I get Burnout Syndrom, release all my mods in
[quote who="Archonsod" reply="42" id="2752080"] I assume they go out and pick up rumours of who the most successful dungeon wanderers happen to be and how they may be contacted. Which is the kind of thing you'd be doing if say you were a talent scout for a sports team in the days before sport was broadcast on TV or radio.[/quote] ^ This, I'd assumed they'd be refining their techniques, creating information networks, sending out scouts, learning what to look for, ec
[quote who="hannahb" reply="40" id="2752067"]When you research the adventuring branch in particular you are not INVENTING gold mines, nor are you inventing champions or monsters(frankenstein might disagree about the monsters), instead you are aquiring information about locations.[/quote] And this is a problem because? Researching how to identify things and better do stuff is still research. Most research in the real world doesn't end in some amazing invention, research
I'd give my Q key for custom tech trees (when do I ever use a Q anyway?), but I have to say OP I really don't agree at all. Why should tech progression be linear? Of course you can be a good diplomat with a small city, being a good diplomat has nothing to do with having a huge kingdom! There's still a power rating which effects diplomacy, and the current tech tree makes you think on what you want to expand and where. I also disagree with other players about the empire tech tree, I mea
I think Stardock understands that it can't stop piracy, and hopes that by giving pirates a taste with little hassle they'll bite and buy the whole game. Sadly Pirates often just assume the game is complete suck because their stolen unpatched copy wasn't absolutely flawless, even if the retail copy is patched perfect on day one.
[quote who="PurplePaladin" reply="1" id="2751981"]If you have a retail copy, there is no need to worry or complain. If you don't. . . . [/quote] What he said! I'm pretty sure it's intentional, apparently from what I hear Stardock has said something to that effect. If it is, one thing Stardock should consider is that Pirates review games too, and rant on forums. This is Generation ME ME MEMEMEMEME a bunch of narcissistic brats who feel abso
I've tried scaling everything down by .3, cloths, armor, everything, and what I ended up with was a perfectly scaled Torso with no head. The head was just... Gone. So much for making Mab globin sized like in Age of Wonders.
[quote who="searro" reply="36" id="2751990"]Wow a thundercat ! Just in the monsters you keep the spiders ? Cause it's a classic and i dont see them in your list. Oh and btw looks great ![/quote] Oh yeah if it's DnD it definitely has to have spiders, small ones and giant spiders, and Dark Elves, caus Dark Elves and Spiders go together like death and darkness.
If you need a proof reader who goes over and correct spelling errors and typos like a psychopathic grammar nazi let me know, I'll read over anything you write, run it through spell checkers, and look for grammatical errors and such.
[quote who="Raven X" reply="8" id="2751747"] Quoting Valentine82, reply 7I was under the impression that Urxen were a bestial race, are you sure they're supposed to be all orc like? I thought orcs were "Beastial"? I'm going to make them hairy as the normal texture is as well, I'm just using that guy as a tecture base for the skin. Though I did take a little "artistic license" with the tusks. I just thought they looked cool.[/quote] Not in the way I meant. I was under t
[quote who="lswallie" reply="30" id="2748841"]to echo the poster above me - you have great ideas but a ton of content. I would recommend narrowing down the scope of the mod to its necessary essentials. At which point you can always add to it.[/quote] Sage advice if ever I've heard it, mega mods are best to start out with the core essentials and then introduce gradual incremental changes, tweaks, bugfixes and content from there.