You can add https://forums.elementalgame.com/394141 if you want. It unlocks many more customization options for Sovereigns and Units.
Aexrael
Figured the names were of developers, but it does feel out of place and context.
[eMOD] means that the mod is considered "ready for use". More information here This mod is compatible with Elemental: War of Magic release 1.09.043 Info The purpose of this mod is to open up a lot more customization options for the sovereign and unit design, regardless whether they are Empire, Kingdom, Male or Female. You should find many more clothing
[quote who="James009D" reply="3" id="2743839"]Oh lord, be careful that these dresses don't randomly show up on... all the men. That'd be a disturbing, but hilarious, find. There is a code for all the clothing that sets the randomness of displaying all the clothing on random units. So, if your intent on giving men dresses, might want to make that a 0%. Imagine this: DOWNLOAD THE CLOTHING EXPANSION MOD! TODAY! "Wow, all sorts of new clothing
I went back and added tags again for the dresses which looked whack on male models. I also noticed that ALL male models are the same, but with different skins, same for females. So there are only two body types. All the following were messed up on Male Models, so I made them exclusive Female, but they can be worn by any Empire and Kingdom female. There is no other restrictions. There are more then show up on this list, this list was only the stuff that was "broken" on
This is the only nostalgia thread I agree with. It would be nice to have that much more depth in Elemental, and hopefully it's something Stardock is working hard on introducing.
Look here .
See this thread instead.
Some dresses seem restricted. Looking in \\English\CoreRobesDresses.xml It's the usual mess of Stardocks XML though, there is an overabundance of some tags, and some are limited to Empire and some are Limited to Kingdom. Some further racial specific. You need to look at KingdomFemale EmpireFemale</SupportedUnitM
Don't know, haven't looked at it.
Hmm, I can only find references in the elemental.str file. [CityBuildEmptyTile] Must be built on empty tile [CityBuildCityTooClose] Too close to another settlement. Minimum distance is %d tiles, you are only %d away. [CityBuildSovLowEssense] Not enough essence [CityBuildNoMoney] Need %ld gildar for the new settlement [CityBuildImpNoMoney] There is not enough money to build this improvement.
Updated OP with commentary for the XML instead of just the XML dump.
[quote who="Bill Farrar" reply="3" id="2741937"]Looks good, but I can't find the units folder. Can you give a full path?[/quote] Vista/7 C:\Users\UserName\Documents\My Games\Elemental\Units
Well done documenting these, we definitely need more threads like this.
Click the sword and shield icon, brings up the inventory menu.
May I ask how you did this? Was it a matter of changing the looks and stats on shields to match that of a weapon?
[quote who="eug1404" reply="1" id="2741145"]What clothing the different races can equip is defined in the clothing XML. In the CorePantsSkirts.xml file, for each GameItemType node there are SupportedUnitModelType subnodes which determine which models are able to equip that piece of clothing. Changing it by hand looks like it'll be a pain, I'll probably knock something up in C# to do it easier if you can wait a day or two.[/quote] If you remove the SupportedUn
I originally intended to incorporate the World NPC Level increase from Adventuring/Domination technology research, in as a consequence for failing to complete the quest. But I couldn't figure out how to get it to work, if it's at all possible. [code="xml"] Player &nb
Download of the Quest First of, you can grab the quest here if you want. Just dump the xml in your \units\ folder. It's a lvl 1 quest available from Inns. Foreword and Tools Now, it took me the better part of yesterday and
Doesn't the AI already cheat by starting with a spouse?
Cheers, much appreciated it. That certainly looked interesting. I removed the two references to Traveling Boots, for levels 1 and 2 respectively. After testing a bit more, it seems only Relias and my Custom Sovereign which suffers this issue now. Further digging through the files warranted.
So after several hours this afternoon/evening I finally managed to make a quest, totally simple, and it mirrors a lot of the existing quests, but it works. So here's what I want to do. I want to take the event that increases World NPC level, such as the one found in the various Technological research's. [code="xml"] &nb
Legacy components. Weapons used to do specific damage types, and thus specific armor types protected better vs some times then others. It is also in the PDF manual. However this did not make it live. The game currently only sees Damage, not CuttingDamage.
Anyone know which file has the event for this monster spawning event?
[quote quoting="post"] Sorry if it has already been explained. [/quote] If you play as Kingdom, then you need to research Training and subsequently Fortifications. If you play as Empire, you need to research Armies and then Warrior Castes.