It's still in the game. If you go to the Workshop in-game you can access the Mod Library. At the moment you can only share maps through it, I believe, as submissions have to be moderated and they're still ironing out the admin tools and guidelines for approval. There are some screenshots of the screens on IGN, they should be near the top.
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[quote]no option for general mods. [/quote] That I didn't see. An odd choice..
[quote] I'm having trouble with trying to CAST spells, any spells. [/quote] There are two types of spells: strategic (world map), and tactical (battle). Both sets can be accessed by clicking the little book icon next to your mana bar. You can select spells and get information about them, and double clicking (or clicking the big Cast button) will allow you to cast the spell. [quote] I found a TOKEN, that said it would SUMMON a beast to help me. So, I get into a nice
PopeBucky, I believe Rosco missed you saying that you're without internet, because I'm fairly certain the method he describes requires you to be online to install. For an offline installation, you can download a pre-made archive from http://anywhere.impulsedriven.com which can be installed offline. Everything else applies, though. Your saves should be kept intact, and as long as the new patch doesn't invalidate them (1.06 invalidated 1.0
[quote]My other favorite is the guys who simply state that the game was ready on launch day and refuse to even address anyone's issues or concerns. Awesome.[/quote] Those guys are troll from the opposite side of the fence. Everyone knows the game has issues. But it's annoying when the same people are coming into threads that are regular discussions or issue reports and start spouting how crappy or unfinished or unready the game is without contributing anything even remotely us
[quote]EDIT: Thank you A LOT. That has solved 98.6% of my problems and the mods are working now.[/quote] My pleasure :) Picked up that tidbit from Cari while idling in IRC.
[quote]What are some good sites to upload mods to? Firstly, small XML modifications don't necessarly need to be uploaded. However, if they are extensive and large then you might be better off uploading them. iMod, depositfiles [TO-DO]...[/quote] Most likely this will not be necessary. The Mod Library within the game is designed to be used to upload and share mods quickly and conveniently. The caveat is that because SD is hosting them, the mods will have to go thr
Well, if the rings are small, you could fit 8 or 9 on a finger. Maybe they have really long fingers.
While you can't download just the updates, because they don't exist (Impulse just does a file comparison and overwrites), you can use http://anywhere.impulsedriven.com to download the most up-to-date game archive, which you can install offline at home. You will still need Impulse installed to do so, since it's the only thing that can read the archive, but it does not require an internet connection.
Simultaneous turns in tactical combat, which essentially means a D&D-like combat system (Baldur's Gate, NWN, etc) was actually the original planned implementation of tactical combat in Elemental. But, according to SD, they didn't like how it came out, so they changed it to turn based instead. I partly think the time it took to make the change ended up stinging them a bit, since it left less time to make a real smooth turn-based combat system.
[quote who="strawbdragon" reply="43" id="2738310"] "Follow the rising sun for three days, and ye shall find the tomb of Thezanderbar!" croaked the old hermit, pointing eastward. And so, the champions gathered together their belongings and ventured forth north east, then south east, then north east again, then south east for a bit, and then they went north east again for a while.... [/quote] I LOL'd. :D
I would rather some of the basic treaties be available without research, like NAP and territory access, but the more advanced ones can stay researchable. There's other stuff in the tree besides just treaties, so I wouldn't want the whole thing dumped.
[quote]Edit: Gotta be careful typing playing and myself in the same sentence, especially if I throw a with in there.[/quote] Unfortunately, "View Edits" reveals your seekrit! ;)
[quote who="jeffalford" reply="40" id="2738016"]I got a question about license keys. I received my boxed copy today , I also ordered the digital version but felt like I needed a hard copy. This option allowed me access to the Beta. As I opened my boxed copy I decided to check the License Key of the boxed version against the digital version and was surprised to see that they were different. So my question is do I in effect have 2 copies of the game or will the box license over ride the digital
If you're changing the core files, I believe you have to delete the data.zip file (binary data that the game uses so it loads faster), and then run the game with /createxmlbinary so it re-creates it with your changes. They should show up, then. Edit: The above might also work, I haven't personally messed with existing core files.
You're not missing anything. Right now it's just transports for ferrying people around. One of the expansions is supposed to greatly expand on the sea stuff.
Is this with 1.06? Have you been posting your crash dumps on the forums? They've been fixing a bunch of them as fast as they can, so it would definitely be beneficial to keep putting up yours so they can find and fix the cause.
I'm certain even Stardock wishes they had a few more months with the game. But the reality isn't quite as simple. Release dates are locked far in advance, and Stardock is not nearly large enough to have much pull with retailers (unlike, say, Blizzard), nor the money to put the game off indefinitely. It is understandable for people to be disappointed with some parts of the game. Everyone sort of has different likes and dislikes and something that one person hates, another one lov
You can google for a 3gb enabler and use it for the Elemental executable for now. Remember even if you have 8gb of RAM, Elemental is a 32-bit process so it can really only use 2gb. Enabling the "large address aware" header in the executable (which doesn't actually modify it so it's fully compatible with everything) gives it more wiggle room from the OS, and some people have been posting that it helps them quite a bit.
They had to invalidate old saves, unfortunately. They tried to keep them valid, and they were working for some people but not others. After spending a few hours trying to figure it out they had to disable old saves.
Have fun on your "real people" vacation!
[quote]1- Any suggestions on how to break into modding? I have very limited experience. I played around with mod building in NWN and NWN2 and got very frustrated in NWN, and almost threw my PC out the window with NWN2. Any suggestions on how to "learn" to mod aside from trial and error?[/quote] At the moment, it's trial and error. Once the dev team gets a breather, they've said that they'll probably write up some documentation to get people started off on the right foot.
Well, actually the problem is that only the top-end damage scales. The stat bonus only applies to the max roll, not the min roll. In addition to the min being 0 or 1, that's what creates the huge volatility when you start rolling 1-200. If both spells and weapons had a base damage range of say, 33%-100% damage (2-6, 5-15, 6-18, 8-24, etc) and both the low and high ends were affected by STR/INT modifiers, the damage values for both would be a lot more normalized.
Can you go to C:\ProgramData\Stardock\Elemental and upload the crash dump zips to somewhere like dropbox.com, then link them in the thread? ProgramData is a hidden folder, so make sure your Explorer is set to show them.
More powerful creates spawn around the world as players advance in the Adventure tech trees (get greedier for treasure and wake up bigger baddies). They can only spawn outside of your zone of influence, but if they are aggressive creatures they can go inside your borders so you should always leave your cities defended :)