Huh. Maybe it was just my testing sovereign that got deleted. I guess I'll defer to the other posters.
LightofAbraxas
All great ideas... I was thinking about something similar... I am just averse to my Sovereign not having any reason not to wear full plate and wield huge weapons, and I had an idea. Why not attach strength requirements to armor and high level weapons and make magic scale much better with Intelligence? That way, you'd have an actual trade-off when leveling up your Sov and champions without having to go to anything like a class-based system. I really liked this id
So I've learned a lot in the past couple days about getting mod files to overwrite the core game files (thanks, everyone!), but it seems like the ElementalDefs file is an exception to the normal modding rules. For example, a straight copy/paste to the mod directory and tweaking a single value seems to break the sovereign-respawn mechanic, among other things. Alternately, just copying a couple of tags into a totally new file in the mod directory seems to cause some bad b
Hm. Maybe it just doesn't work for resource boosters... had any luck with that?
[quote]Heroes yes, but sovereigns no. True or not true?[/quote] True.
Updated for ease of installation and to remove some weirdness with updating. Now no core files need to be moved.
[quote]I think what Brad and Jon mean is more for the game as it stands now the biggest changes need to be UI and AI based. We have a number of changes in the works to address more overarching issues such as strategic depth, gameplay flow, system redesigns and general 'fun' levels of playing the game. We all agree that 1.1 is not the ideal end game we want from Elemental, however, for the game that 1.1 is the things that could probably use the most work are the UI and the AI. Basi
Incidentally, I was having the same exact problem for completely different reasons. Don't mess with the core game files, kiddies!
Shame on you all for reading this post when the title specifically asked you not to. What would your mothers say? I should say that even though the problem isn't fixed, Dewie from Stardock as well as several members of the community have been nice enough to help me out on IRC. For the record.
I can't help it. I got mad and just deleted them all. You're telling me that this is a problem? Seriously, I have not touched my core files since a complete uninstall/reinstall. Maybe you can invoke some quantum mechanics to explain to me how my "bad deeds" in the past could be effecting a future complete reinstallation of the game. If you're making a joke, well taken, but I told you several times in IRC that my core files are intact and verified.</str
Hand: Ah, yeah good call on that tag. I do believe that other unit files have kept the Wisdom thing as extra baggage. Sadly (for me), my problems loading mods have continued even after removing these files completely.
Well, it's not a coding problem. The way that spells are handled from 1.1 to 1.11 is the same. It's the new .exe's handling of loading the mod directory that appears to be the problem for me.
Thanks. Yeah, you may be right. After removing all of these files, it appears that my new, constant crashes to desktop are related to version 1.11, not messing around with these particular xmls per se.
[quote]Did you not even read the post hes talking about the program freezing on the first load screen.. its a firewall issue.. .[/quote] No need to nerd-rage. He was able to download the update, but not run the game. It may be something firewall-related, but it is a problem with the new .exe incorrectly trying to access an un-needed update. The fact that 1.1 worked and 1.11 doesn't strongly suggests this. Edit: Though I did read his post, I didn't read yours, though you can ha
[quote]Hello all. I am filled with despair. I bought E:WoM when it first came out, eagerly installed it... ...and it didn't work. The lovely "dude with dragon" screen came up with its cool quill cursor... ...and stayed ... and stayed ... and stayed. ALT-ESC did nothing. CTRL-ALT-DEL was worthless. Had to restart the computer. I played East India Company and actually spent time w
[quote]Brad, will you please do my next performance appraisal at work?[/quote] Ha! Funniest thing I've heard all day.
Alright. I have never considered myself a forum troll, but the latest update really makes me feel like one, so maybe I am one and just didn't know it yet. You have been warned. After updating to 1.11, I have had nothing but problems loading my mod which I spent easily 45+ hours on. Fine, if you don't want to make the game
Chrono Trigger or Alpha Centauri? It's hard to compare the two, but they're both excellent, excellent games. Both #1 in their categories, as far as I'm concerned. Secret of Mana wasn't that bad, either. I still get Glenn's Theme stuck in my head sometimes. *sigh* I miss high-quality games like that.
Just want to add a quick " DO NOT TRY THIS AT HOME " disclaimer. After messing around with this a little bit, Elemental won't load, even after removing all these files from the mod directory, rebooting, and recompiling the xml. Crashes to desktop when loading the game. It remains to be seen if a complete reinstall fixes the problem.
I have a ridiculous request for v1.2. Strategy.
Alright, I've been trying to create a spell that summons a champion using the tag: Celestial Contract Summons a celestial champion to aid in your cause Escape_Painting.png SpellBlast_Icon.png &
I think that they will all be deleted. They ones I used in 1.1 were deleted when I updated to 1.11.
Well, I know that a PerTurn of 1 does apply the value and 0 doesn't, but I haven't tested any other values. I just assumed that it was a Boolean. Huh. Do these other values do anything special?
[quote]Thanks for the tip on disabling the default buildings! As far as you know, does the game always take the modded version of the improvement when there are conflicting tags? I would have guessed that it would try to 'add' those tags as it does with resources (and thus cause problems).[/quote] Unfortunately, where possible, the game applies both, as in the case with production costs, etc. If it can't, sometimes the modded info will take precedence. But, occasionally, it will load
[quote who="Supreme Shogun" reply="16" id="2862007"]Latest update, v05 , False Life adds variable hp equal to 10 + caster's intelligence bonus. [/quote] Oh, no kidding? Is it a persistant enchantment or a fixed duration spell? I couldn't get Calculate to work on persistant spells for the life of me. Looks good!