I love you.
LightofAbraxas
I like this. A lot. Keep it up!
Thanks everyone. Another question- does anyone know of a GameModifier tag that could be used in a spell to grant +1 XP/ season? I've tried: Unit AdjustUnitStat UnitStat_Experience 1 1 +1 Experience per season
Does anyone know what the tag does for champion perks? It seems redundant with everything having prerequisites?
I really like these ideas. Do you have any sense of how the AI will handle changes like these?
Does anyone remember how to make a specific world resource always spawn with a specific sovereign? Wasn't there a way to have, say, a wild wheat or iron ore spawn when you had some trait? Thanks!
Hey guys. I'm having yet another problem with disabling core objects from the mods folder. I was able to squash improvements through a tech prereq, but I'm having trouble doing the same for faction abilities. Specifically, I'd like to block Death Worship, but copying/pasting to the mod folder and requiring the Never tech doesn't seem to work for me. Anyone have any insight?
Thanks guys. I wonder how the game would play if building upgrades required a step up in city level.
Simple question, I guess. The Heirogamicon says that research and production are modified by population. Is this the case? More generally, does population affect anything besides tax revenue and city level-up bonuses?
Hello to all you wonderful people at Stardock. I understand that this will likely be a low priority for you, and that you all are busy with other games by now, but I'd like to make a "simple" request. It seems that the Spellbook Selection screen upon Sovereign creation is hard-coded. As in, both adding new spell lines and disabling existing ones seems to have no effect. If you all have time, it would be hugely helpful to modders to have this generated dynamically (like the Traits
Thanks for the help, guys. [quote who="attackdrone" reply="1" id="3379078"]Have you tried just adding new magic paths and seeing if the scrollbar is already there?[/quote] Well, I haven't been able to figure out how to add fully new magic paths, but I did try to disable the death magic restriction for kingdoms, and that didn't appear to change what was available on the creation screen. So, unless I'm not seeing something, maybe I just can't go that route.
I fully realize that this is a stretch, but does anyone have enough experience with Desktop X to give me a few pointers with modding the Sovereign creation screen? I'm trying to mod the spellbook selection section to add a scroll bar to the side and to add more spellbooks. Unfortunately, even after reading the provided documentation, I'm hopelessly lost as to what I need to do to the CreateSovereignWnd.dxpack and CreateSovereignSpinnerEntryWnd. If someone out the
Quick question, what program are you using to unpack the dxpack files? Desktop X?
I love this. Keep up the good work!
Thanks, PM, I'll probably end up going that route. I figured that commenting out the mana and air power code in the core files (Block 2, above) would take care of it, but I think that your way is a lot more elegant. Have you actually tried using the dummy tech thing? Does it need to be defined in the tech xml, too? Thanks again!
[quote who="parrottmath" reply="167" id="3378357"]The xml that controls whether you have death or life shards is under CoreEnvironment.xml[/quote] Thank you! I'd tried that one, but only by removing the tag completely from a version pasted to the mod file. Was being overwritten by what was in the core game files. ALSO: one last question! When working with the shard shrines, I'm getting a doubling of mana production, even though I shouldn't as far as I can t
So, this: https://forums.elementalgame.com/434780/page/1 was a thing a while ago. I'm curious as to whether there is going to be any future support of modding from the Mod folder (or in general). I mean, it's cool if there won't be, I'd just like to know.
Hello all! Quick question- I haven't been able to find where in the XML is the code that transforms Life Shards to Death and vice versa. Does anyone know where this is? Thanks! EDIT: Also, wasn't there some way to mess with the allegiance tag ("None", maybe?) to disable some buildings/techs completely?
Still getting the overload when rarity is set to 3000.0. The only thing I've been able to figure out to decrease the number is to decrease the MinPerPlayer tag on the other shards. Frustrating.
So, I've been trying (yet again) to do a little modding of the shard system and I've run into a problem. Instead of spawning all different types of shards, I wanted a raw shard type to spawn initially. I took a copy of the CoreShard file to the modding folder, set the rarity of all the existing types to 0, and created a new shard type with a non-zero rarity (first 100, then 20). Problem is, I get something like this on map generation. Shards everywhere! Does anyone have any in
Too hard for an indie studio to program the AI.
I don't disagree with the OP, but I'm pretty willing to attribute most things to personal preference. Some people love the game and some don't. But, the one (legitimate, IMO) gripe that I do have is that it's gotten harder, not easier, to modify core aspects of the game with the latest release. I remember waaay back it was suggested by the higher ups that we could easily be playing total conversion mods set in a fallout-style world or something similar. That se
I love FFH so much. Once you pick up the mechanics, do yourself a favor and go to this thread: http://forums.civfanatics.com/forumdisplay.php?f=476 and get the AI mod. It VASTLY improves the AI.
Yeah, I agree. I'd much prefer doubled fortify bonuses and damage reflection against mounted units. I'm no expert, but that's the sort of thing that spears have traditionally been used for, right?
[quote who="Raledon" reply="30" id="3281429"]But when every modder in the community gets into stone walls that he can't by-pass...[/quote] Like the handling of shards being hard-coded. It makes any major overhauls to the magic system impossible.