Aexrael

Aexrael

Joined Member # 2572479
54 Posts 178 Replies 20,880 Reputation

Are you playing a custom race though? If you made a custom race, you may need to edit this line Men to Fallen

4 Replies 4,300 Views

cuculhainn & middeldorp, could either of you post your custom sovs xml files and or save games? Use dropbox or similar service to share the files

31 Replies 14,473 Views

A community project might be interesting, but it would require someone to supervise it, write up the guidelines for what the tiles should portray, the feel, style, intent, look ect. and ultimately decide on which tiles to accept or not, for the given project. Actually my trees look so tiny! Version 2, now with bigger trees<img src="http://dl.dropbox.com/u/3530781/Elemental/ElfHom

21 Replies 79,166 Views

[quote who="Bobby Hardenbrook" reply="15" id="2771617"] I'll check that out tonight, thanks! I guess I should have looked harder at some of those base game quests. If I can do this then it makes a whole class of quests possible, where monsters get unleashed if you fail the quest objectives or make the wrong choice. You could then link these together into whole little mini-campaigns. [/quote] The way they handled it, is through adding the unit

30 Replies 17,566 Views

[quote quoting="post"] I have been working on a line of level 1-10 quests that focus on a Cirlcle of very powerful and evil beings, hell bent on returning the realm to its former, rampant evil, state. I want to do a lot of things with the questing system, but I am unsure of its capabilities. Right now I am thinking about making one quest remeber a choice I made in a previous one. Example: If "Choice0" allows me to gain a hero to fight for my cause, can the next quest or thirt

4 Replies 2,386 Views

A tutorial on DesktopX and how it relates to the Elemental UI, with specific examples from Elemental including a list of what we can currently edit in the UI, would be greatly appreciated. Thanks in advance.

154 Replies 397,410 Views

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.

25 Replies 37,678 Views

[quote who="i3elial" reply="6" id="2766046"]Out of curiosity, have you tried setting the actual rations to 1 and 0 to see if it has any affect? I don't have the game /code n front of me to test, but it may only allow one variable to pass.[/quote] Yep, and I've tried without a tag, as it shows for Rations by default. It still seems to only trade rations between cities.

7 Replies 6,161 Views

Looks like your GPU drivers are at fault in that one BSOD, but getting a BSOD might indicate other problems. You're using somewhat of an older driver as well, which is a big nono with Elemental at least. Latest driver is from 8/25/2010, yours is from 4 / 6 / 2010. AMD Download site

3 Replies 2,901 Views

This is solely about putting the AI on equal footing with the player, ideally the AI would be smart enough to marry NPCs, just as the player has to. But I suspect it ain't, which might be the reason why it automatically starts with a spouse.

26 Replies 18,136 Views

Saying there's no point trading between your own cities is incorrect. You benefit just the same from the increase in food from trade routes. As for what the more advanced roads do, they increase the % in trade.

10 Replies 5,423 Views

It seems obvious enough from the CoreResources.xml file. Shared resources get hauled in caravans and given bonuses when roads are connected (food). Un-shared resources are held within their city, not giving bonuses to friendly cities (population, prestige, etc) [code="xml"] Gildar</DisplayN

7 Replies 6,161 Views

Been looking in to this as well, but not coming up with any luck so far. CoreResources.xml seems to define whether the Caravans trade anything other then Rations (Food), but messing with the Shared tags doesn't seem to do any difference.

7 Replies 6,161 Views

[quote who="Heavenfall" reply="2" id="2765181"]Did you try to change the of the spouses in coreunits?[/quote] I tried to comment out the two spouse units, didn't seem to work as intended.

26 Replies 18,136 Views

[quote who="thisisretarded" reply="1" id="2765179"]why would you do that? [/quote] Should be obvious that it's dumb that the AI cheats in that regard. It has children by turn 30. It should be on equal footing with the player.

26 Replies 18,136 Views

[quote who="Annatar11" reply="38" id="2765145"] Because the people whom would enjoy MP in the current state the game is in, is undoubtedly a very tiny minority, and shouldn't be the focus for limited development hours. Only if you assume that they can only work on one thing at a time. Obviously I don't know how it's structured, but one would assume the people who're working on MP aren't the same ones who are supposed to work on balancing. Assuming that we (by we I m

74 Replies 37,643 Views

I had a poke around, but didn't come up with a solution. Have anyone tried to remove the spouses the AI always starts with?

26 Replies 18,136 Views

[quote who="Annatar11" reply="35" id="2765115"] It is largely irrelevant whether they are vocal or not, the issues still needs to be fixed. It would be naive to believe that the majority are happy about the state of the game, simply because they aren't vocal about it. You'd find that it would be more likely, that they simply move on from the game and don't bother looking back. That is bad for potential future customers. Of course it needs to be fixed, but not to the exclusion

74 Replies 37,643 Views