[quote who="Dhuran" reply="12" id="2744739"] I literally made a 'mod' folder in the elemental install directory. Is there somewhere else I should be keeping these .xml files where elemental will see them? I tried in the specific folders where I got the snippits for making these, but that didn't work. Also the my documents path folders didn't work.[/quote] The folder you want to create in the Install Directory is actually called 'Mods' :D You can also use the Units folder
thehandofzarquon
[quote who="jereome" reply="5" id="2744638"]Good guide. Do you have any idea how to make a mod that will use CDATA for sovereign talents? For example I tried to use CDATA to make a talent that would buff the sovereigns mana regen at 25% of the casters intelligence.[/quote] Not everything seems to be able to use the tag, and Talents are one of those unlucky things :( This may change in a future patch, though.
Heh, dunno if I'd want to write out a Tutorial on it, but my mod here can serve as an example of using Calculate with custom Unit Stats to create a quasi-conditional statement: Reworked Imbue Champion . I might give a crack at writing a more in depth guide to what I was doing, but the xml files themselves do have a lot of comments to explain what is going on, particularly with the Buggy SetUnitStat attribute...
[quote who="Heavenfall" reply="6" id="2744499"]Strangely, spells don't seem to suffer from doubling issues. Maybe because the gamemodifiers have internalnames?[/quote] I imagine that would be the case. Fixing the stacking GameModifiers is likely going to require them all to be given a unique ID so they can be overwritten properly. I'd hate to be that person... [e digicons]:'([/e] Also, nice work on fixing the spells. Oddly, Auto Resolve battles seemed to calculate the damage
Greetings! 1: Yes, the property is DisplayName, which you can find on any improvement in the CoreImprovements folder. 2: Mmm... I don't think you can just yet. You will be able to, but Stardock needs to release an export tool for 3d modelling tools. 3: No idea, sorry...
[quote who="Wauthan" reply="1" id="2744212"]Thanks for sharing this mod. Learned a lot from it. I don't think it's especially overpowered since magic is fairly low powered (well besides minion mayhem perhaps).[/quote] Yeah, currently it's probably fine, if not helpful to making magic useful. If you have Janusk enabled, one casting and one level up pick is all that is necessary to get the 10 mana needed for him to cast those City Enchantment spells every ten turns... not to mention a b
[quote who="dingbat91" reply="11" id="2744270"]I'm still coming up with an issue with this in the sense that I still cannot build the improvements, as it still says that my faction (kingdom) cannot use that resource. does anybody know how to remove the faction restrictions on resources so that you can actually build the created improvements?[/quote] For the most part, you need to start a new game for mods to take effect. That could be your problem. For rem
Note: This mod is no longer needed, in fact using it will probably cause some weird issues. I've taken the mod down because of this. Greetings, For fun, I have created a mod that changes the way Imbue Champion/Make Spellcaster work. Instead of costing 3 essence and giving 3 Essence to the Champion, the spells now cost 5 Essence and give Essence equal to the Champion's Wisdom score minus 3 on the first cast and 5 Essence for any additional casting on th
[quote who="Valentine82" reply="8" id="2742807"]I really wish people would think to share this kind of information because the way people are sharing mods now is great for users who aren't interested in mods and it's fine for people who already know where everything is but it's extremely frustrating for new modders.[/quote] Sorry, I had actually meant to mention that, but just forgot... That said, I don't actually know where everything is, I just did exactly what you did, look
[quote who="Batlord" reply="4" id="2740758"]I guess having a custom tile for Kingdom's kennel, would require to put the name of the tile between F_Kennel__02 ?[/quote] Yep, and you could give it a different look while it is being built too, by making a second tile and assigning that to the property right below
What Tech Tree a faction/race uses is completely separate from their Allegiance. It just happens that by default, there are only two tech trees in Elemental: The Amarian one (which is used for all Kingdom races) and the Trog one (for the Empire races). In fact, near as I can tell, the only thing Allegiance actually does is satisfy the Prereq conditions of buildings and determine whether they show up on the top or bottom of the Faction select list... Life/Death spellbook, terrain type,
This is pretty easy mod: [code] DisplayName DisplayName &n
Near as I can tell, yes you could have multiple copies of the Inn resource/tile and assign each a different ID/visual for a bit of variety the various types of Farm plots the game has is a pretty good example of this. City tiles might be a bit more difficult, though. Farms are certainly possible, as they can only be built on certain tiles (although it would be the same for each type of plot: ie: the same farm would occur on all pumpkin patches), but other city tiles are unlikely unles
[quote who="TheProgress" reply="36" id="2606175"] Seems a bit crazy for the CEO to also be doing the AI (where do you find your free time ? )[/quote] I always figured that the AI program was as much of a hobby as a job to him... so... the AI programming is his free time :P On topic, however... I'd say it's a tough decision. On one hand, interesting lore and gameplay is what is going to draw people initially to the game. Reviews make passing note of customization opt