I know it's only a dollar, and I'm not saying it's outrageous to ask for a dollar for the development time, but charging extra for something that most recent strategy games include in the initial cost is sort of silly. If you want to work on it, then work on it, but don't nickle and dime players with things like this that I'm sure many of us figured would be included in the price already. Maybe a "pay what you want" style DLC to enable multiplayer would be a better option.
Carlzilla
I just noticed you post...gonna give it a whirl.
I still haven't been able to get married...I don't know what's up. It happened in the beta a bit, but ever since retail, there's maybe 1 inn on the entire map, and none of them offer me any marriage worthy quests.
I'd love for StarDock to allow for us to mod in passive and non-passive strategic abilities.
Elves only serve one meaningful purpose, to be the victims of genocide.
I've tried using several workarounds to "build" forts. None worked. False False Didn't didn't work, so I then tried to create a spell which would allow my avatar to build forts in any friendly land...that didn't work either. I can change the environment of a tile, I can change the terrain of a tile, but I can't seem to "magically" place an improvement on a tile. <
A few pair of possibly useful tags. To change a buildings appearance after your city reaches a certain population: #.# TILE NAME TileStagePopulation can be set to any positive number. It's not exact though, in my tax mod, my office upgrades at 100 and 500 citizens, however it usually takes a turn or tw
EDIT: Yeah, as has been pointed out, you need to fix the code so that the upgraded structure confers the right bonus.
So, the expression doesn't work for buildings. I hope StarDock fixes that. I've managed to work out another method though, which I think breaks the game less...since my previous method was just pumping way too much Gildar into the economy. The new tax calculation method simply adds a resource multiplier to your Gildar production. The play testing with this new version I've done so far seems much more balanced and fair. There's only 1 tax office now, and it visually u
I also have this problem. You have to start from scratch every time it seems...pretty careless oversight, but I'm sure it'll get fixed.
When I update (probably this weekend) I'm going to change the whole thing. I've got construction tiles now, and I'm going to switch to the calculate method of figuring taxes.
Just flavor text descriptions, and an in game "reason" as to why one office collects more than the other. There's no way that I can discern to actually set an area that it would collect from.
No, the forum is just very laggy. I've got no idea how to build a city in the map editor, I actually looked for that option earlier. I think they still have a bit of work to do in regards to map editing.
Updated the first post with a download link and description of the mod.
I think I'm going to have the office upgrade as your city and tech levels up. I've attempted to try to get the game to calculate the city sizes, and I'm pretty sure that it only works while enclosed in specific tags, such as . I get the desired effect the way I'm doing it, but it requires 4 entries as opposed to one.
Can I add a resource tile to the ocean? I thought I was limited to "city", "land", and "beach" as far as terrain types are concerned. I guess I could add it to the beach, but that would look silly in game in my opinion...seeing fish on the beach. I think the way I worked it out may be the best solution, since it makes coastal cities feel more important (I'd also like to give the harbor a gold income as a way to simulate ocean trade...making them feel even more important
Cool. Grabbed this.
Fixed...again...for the last time hopefully. Link is the same...please re-download...again...sorry.
Man, I'm not thinking at all...you're right. I'll fix that in a second.
So, I'm working on a tax office mod. The idea is to add some element of taxes back into the game. This is STILL a "beta" version. Everything works as it should as far as I can tell, but it may need a bit more play testing as far as balance is concerned (but this is true of almost everything in Elemental at this point...har har...). Any feedback would be greatly appreciated. DOWNLOAD
Fixed...please re-download.
Updated my files to hopefully eliminate doubling... please download this version to avoid any problems... http://www.mediafire.com/?9qij6in4lfm4rky
Updated, now both Kingdom and Empire cities can build a fishery. Download version 1.2 UPDATED 1.2 --- Fixed an xml error.
The roads do indeed have a movement bonus. The only reason I mentioned it is because it's sort of a convoluted way of establishing a road network, so I was not sure if you knew it was possible, since it took me a few games to figure it out.
http://www.mediafire.com/?9qij6in4lfm4rky Unrar them to your Program Files\Stardock Games\Elemental\Mods folder. UPDATED TO 1.1 --- Fixed the files to eliminate possible value doubling.