Carlzilla

Carlzilla

Joined Member # 2993147
3 Posts 30 Replies 433 Reputation

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.

203 Replies 623,168 Views
Reply to [REL] Fishery in WOM Mods

I just noticed you post...gonna give it a whirl.

26 Replies 140,093 Views

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.

25 Replies 16,157 Views

I'd love for StarDock to allow for us to mod in passive and non-passive strategic abilities.

3 Replies 4,147 Views

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. <

6 Replies 5,596 Views

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

32 Replies 100,564 Views

EDIT: Yeah, as has been pointed out, you need to fix the code so that the upgraded structure confers the right bonus.

32 Replies 100,564 Views

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

13 Replies 56,840 Views

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.

13 Replies 56,840 Views

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.

13 Replies 56,840 Views

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.

12 Replies 9,989 Views

Updated the first post with a download link and description of the mod.

13 Replies 56,840 Views

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.

13 Replies 56,840 Views
Reply to [REL] Fishery in WOM Mods

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

26 Replies 140,093 Views
Reply to [REL] Fishery in WOM Mods

Fixed...again...for the last time hopefully. Link is the same...please re-download...again...sorry.

26 Replies 140,093 Views
Reply to [REL] Fishery in WOM Mods

Man, I'm not thinking at all...you're right. I'll fix that in a second.

26 Replies 140,093 Views

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

13 Replies 56,840 Views

Updated my files to hopefully eliminate doubling... please download this version to avoid any problems... http://www.mediafire.com/?9qij6in4lfm4rky

29 Replies 19,557 Views
Reply to [REL] Fishery in WOM Mods

Updated, now both Kingdom and Empire cities can build a fishery. Download version 1.2 UPDATED 1.2 --- Fixed an xml error.

26 Replies 140,093 Views

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.

4 Replies 2,452 Views

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.

29 Replies 19,557 Views