(Edited: I originally thought Dying Sun was being created by Stardock, Misread the post) Since I know this is mostly just one person modding, please accept my advice. I've been modding games since Starsiege Tribes, and I've seen a pattern repeated over and over again. Modders sometimes bite off more than they can chew and "Burnout Syndrome" sets in. People who take on massive projects like this eventually become overwhelmed and start to dread modding and all the playtesting becomes a
Valentine82
^ What he said, but a little more detail. You can use most mods by enabling mods in the option menu and extracting them to My Documents\My Games\Elemental, a few mods have to be placed in Stardock Games\Elemental\Mods but those mods will normally have special instructions telling you this. Keep in mind that to load a mod, you have to enable mods and restart the application with a new game. To tell if it's working you have to look for it's effects in game, normally the effects are pret
I was under the impression that Urxen were a bestial race, are you sure they're supposed to be all orc like?
As it stands, factions are mostly cookie cutter. They all have the same terrains, either evil bad dead land or goodly good grass land, and they all have some pretty unbefitting attitudes. So here are my suggestions. Altart Same Terrain Same Color Scheme Gains Trait: Egalitarian (fits their description) Attitude Type: Aggressive Expansionist, tries to grab resources that are near it's borders. Bonus Modifiers: Lowered Perceived Val
[quote who="-RAISTLIN-" reply="86" id="2749522"]Lol, since when was GTA an RPG? Divinity 2 would be my favourite RPG released recently, expansion and gold edition coming this November.[/quote] :) By my standards Divinity 2 isn't even an RPG, it's an adventure game!
I doubt any of you young wipper snappers will appreciate it because of the dated graphics and animations, and because it involves so damn much reading and thinking, but Arcanum: Of Steamworks and Magick Obscura is one of the best RPG games I've ever played.
Funny but all too true, the Free to Play games end up making more than retail games by getting players to invest insane amounts of time and energy only to find that they can't have that sexy awesome armor or unlock that uber cool class until they fork over some cash, then really sadistic F2P companies force that player to fork over the cash again at regular intervals or lose their ability to use those sweet ultra rare collectables that everyone wants. ^Also Throw in some "Nah Nah Nana
[quote who="ARFF1Tampa" reply="1" id="2748973"]Very nice, some great deals. Very tempted with Disciples 3 for that price. To see for myself.[/quote] ^ I'd have to advise against that, personally. Kalypso and .dat don't care about their customers at all. Practically every single copy sold Retail in North America had a critical disc error, so bad that stores had to pull it off the shelves, and Kalypso's solution was to require people to find information on their forums and send them an
Nevermind I found it, I wanted to edit KingdomUnlimitedImprovements.xml found in \data\English\Core Improvements, it was simple enough, I just had to find K_Air_Shrine_01 and change it to F_Air_Shrine_02 Then to make sure the icons and construction graphics match up I changed the followi
The mod library seems to be abandoned and never updated by the moderators, and there's a huge chinese or japanese document attached to it when you try to upload a file. I tried uploading my custom map Ivo there.
When playing as a Kingdom, any time I get an air node inside the fence the graphic turns to a black square/shadow, I'm sure modding to fix this is probably pretty easy but I don't know where to look, is this a common problem and does anyone know a fix? I wouldn't mind using the empire graphic for an Air Node while waiting for a patch.
I can't believe all Empires have Death Terrain and all Kingdoms have Grassland Terrain . That doesn't even make sense. Why don't we have some kingdoms with Winter and Desert terrains and the same for empires? Why are empires automatically evil and kingdoms automatically good? I'd like to see some of the existing empires given new terrain sets and personality types, for instance maybe Urxen should have desert terrain and a more trade an
The game defaults to the last Sovereign you created every time you edit the faction with the In Game editor ;) Check the code, it may already be in the file for another sovereign, and if it's further down the line it could be overriding your inserts. Keep in mind you have to use the full internal name, the easiest way is to just copy and paste the name of the XML file and remove the .xml off of the end. Example <SovereignUnitType&g
Really the AI needs to build cities more intelligently, building fewer cities in a more centralized location and holding them until borders get more consolidated before creating another.
I hope Stardock will give us better mod tools, allowing us to design factions on a more personal level including tech trees, terrain type, more control over leader and faction color, capital name, selectable music themes, ect. I know you can mod all that manually from the XML folders but it's really arbitrary that we even have to considering how easily most of these options could be added to the editor.
Honestly I have to say it's probably better to have the tile limit at 5, if you set it any higher they'll just fan out their cities more, meaning even less room to build and more cities in places they really shouldn't be (that's always annoyed me about games like this, got an empire going with fairly well consolidated borders and BAM a pioneer decides to start a new city right in the middle of your area). I'd really like to see a mod to buy and sell cities in the Diplomacy window. Bes
lol I've created AoW oriented factions with a whole soggin backstory that involves "The Titans" being God Like wizards who ruled over countless worlds from The Shadow Realm after the death of the Hive Mind. I even created an Empire of Mab ruled by Mother Mab who's got a legion of potion addicted Ironeers and apparently created the Dark Spawn out of goblins so that she'd have servants immune to Shadow Sickness.
I'd really love to get my hands on this mod, a pity the code function on Stardock forums sucks so epically or I'd just ask for the code and insert it all myself, but Stardock's hard to read color coded numbered mess of un-sized tabled crap makes copy and pasting it useless and reading it a pain.
Thumbs up on this one [e digicons]k1[/e]
The problem isn't that there aren't guides, the problem is that people aren't sharing where the code they changed was located. Think about it, put yourself in the shoes of someone who doesn't know the location of absolutely every file and string of code, who comes across a mod that does something similar to what he wants. Maybe he'd like to go poke around the file and change a few things too, that's the best way to get started, but he has no way of knowing where the code came from. Su
Cool great work making these you did an awesome job!
Well I was forced to search for lines in files and folders to find the files the code was from, and I found the code for Kennels in \data\English\Core Improvements\EmpireUnlimitedImprovements.xml The horse code should be in KingdomUnlimitedImprovements.xml as well, see now those are two files most people would have never thought to look in. I really wish people would think to share this kind of information because the way people are sharing mods now is great for users
One thing that makes it hard to get started modding this game is that when people share mods, they almost never say what files they're modding from. They just straight up give the mod code or share an XML that in no way indicates where the code in the XML came from. That's great for people who just want to plug it in and play the game, but it's extremely frustrating for new modders who are trying to get started. So please, next time you share a mod also mention where you got the code you're m
Bah that's not where Ogre Villages and such are, gotta keep looking for that. I'll try a keyword search.
[quote who="thehandofzarquon" reply="1" id="2739863"]This is pretty easy mod: [code] DisplayName DisplayName