Make sure you have the use mods option turned on in the game first. Then exit back out. A directory at .../Stardock Games/Elemental/Mods should have been created. If not, make it yourself. The name of the XML file doesn't really matter, so you can use something like 'fix_1_08_CTD_Abilities.xml'. Then cut and past the XML I have listed above into it. After that you can restart the game and it should automatically include the fixes. You'll also wa
Velmaric
:) One thing I did forget to mention is that due to how Elemental saves games, you will have to start a new game for the fix to work. I don't believe saved games will pull these changes in unfortunately :(
I'm posting an XML file here that you can add to your /Mods directory to fix the unit special damage abilities that were causing CTD's. If you try this out and still have problems with specific units, please PM me or reply on here and I'll take a look at it. So far most of the problems were due to just a few things and could be either fixed outright or worked around. Hopefully this gets many of you past the problems we've all been seeing! Note: This takes the
The air elemental and assassin's had the same type of issue. I've attached XML that will fix those problems as well, if you place it in the /Mods directory. [code="xml"] DisplayName,Description,IconFG,IconBG,IconColor,SoundFX,ParticleEffect,EffectScale DisplayNam
Check out posts here https://forums.elementalgame.com/397009/page/1/#2777846 and here https://forums.elementalgame.com/396954/page/2/#2777797 for XML patches you can use in the /Mods folder to get past these bugs. I haven't looked at the air elemental attacks yet - I'll do that now and see if it's a similar probl
Found the issue with this. Apparently there is a bug in the value calculator that can't handle the same MaxValue and MinValue. Going back to the older Value attribute solves the problem if the value to be calculated is set, and not a randomized one. XML to fix the Sion ability is below: [code="xml"] <Igno
I was able to duplicate this while doing the testing/fixing for some other special unit abilities. I'll reply back here with the XML fix if/when I figure it out.
I've posted fixes for this power as well as Deadly bite, crushing blow, and flame strike here: https://forums.elementalgame.com/396954/page/2/#2777797
Frogboy, I've got fixes for 4 other special abilities that I've tested out: Deadly bite, Flame strike, Rain of stone, and Crushing blow. Attached is the xml code used for the fix. If possible can those be included? [code="xml"] DisplayName,Description,IconFG,IconBG,IconColor,SoundFX,ParticleEffect,EffectScale</Ignore
WrenXIII, it looks like the damage system doesn't actually subtract health, but instead only does addition. Therefore to do damage, and take away an opponents health, you have to add a negative value. So the -1 to -0.1 adds that negative value to the targets current health, taking damage away. If you changed the max and min to both be positive, I would expect that you'd make a weapon which adds to the targets health for every attack. :) For a really strange device yo
By fix I meant a mod file that I could delete later on after they patch the main data files. :) I'll have to try out some new items to see what's going on. Attacks that are listed as strategic will auto miss if the MinValue is zero, but I don't know if that's also the case with attacks listed as tactical. Time to make some gloves that cast flame strike!
Looks like more effects in that file should have the same problem like flame strike...
I'm going to try out a fix for it. It looks like the same problem that bows have, so it should be easy to fix with a mod. I'll reply back here with the xml mod, if it works.
I've attached the small amount of xml you need to get the bows working again. Just make an xml file in the "c:\Documents and Settings\ \My Documents\My Games\Elemental\Items" directory with the following contents and the bows 'should' work again for you on your next new game. [code="xml"] DisplayNa
I've tested the fix they proposed above with a mod file and found that if you leave the 0 in for the MinValue it will auto miss. So the -0.1 is necessary. At least its a very simple fix that turns them on again.
Good work on finding a root cause. I haven't done any modding before, but this seems like a good time to learn enough to fix this small bug. Thanks for the info!
During a game I started up today I thought I had not taken refined learning once before (when I believed I had selected it a second time), and when selecting it yet again I noticed that the value displayed in the town information showed it still at 10%. The total value of tech research also had not changed when picking it. Let me know if the saved game could help you out, but it should be very easy to duplicate.
Version 1.06 made the white screen and slow down vanish! Just a few other wierd bugs I'll post in another thread, but nothing that stops the game cold now. Great update!
Excellent news! I'll be sure to try it out again when the new patch is available. This happens every game I play so it should be easy to see if it's fully resolved.
Around turn 48 I started a tactical battle, which resulted in the white blank tactical screen. I pressed the auto-battle button, won, and was returned to the strategic map. I believe both before and after the tactical battle I was NOT zoomed out to the cloth map. Once back on the strategic map the program slowed down to a few frames a second, from at least 30+ frames a second before the tactical battle. I saved and exited the game at that time, and the debug.err file