Alright the river bridge mod is up https://forums.elementalgame.com/437206
parrottmath
I forgot to... but it's now up. :) A picture for those that want to see... I have a fallen one as well (looks nearly identical)
This adds a new building that provides you +2 food per grain, and is a bridge over a river. Namely you build this on a river tile and it builds a bridge for your city to build on either side of the river. The river bridge can be built whenever you reach a river from your city (similar to my snaking mod). It is seperate from the snaking mod for piers and lumbercamps. So you can play the original concept with no snaking for piers and lumbcamps and play with this mod that allows fo
For you Tuidjy and all the work you've done. I'll design a building called a bridge that will bridge you across a river. What do you recommend the production cost should be?
Tuidjy suggestions are precisely what I like, 1 and 3 are exactly what I would like to see. Building bridges (do you mean allow cities to build across the river, or do you mean built as a consequence of a road passing through a river)
First I would get permission from Heavenfall and Seanw3. But to get these things working together there is going to be a lot of overlap on things. Most of the added content needs to be appropriately balanced with Seanw3 world in mind. Secondly the changes to the core files could cause major problems between the two mods. Although the core is changed someones addition may require a particular form in the core file that was changed. So you are going to have to watch for these dependencies occur
That is only the amount of memory the system can see. He may have more memory that is going un-utilized.
I wouldn't say to make a turkey farm. Instead do a quest called the GOBBLER... where you have to fight a GIANT TURKEY... drops 10 salted pork for reward :)
tfmca I've already got a snaking mod that allows you to build piers and logging camps at the appropriate spots already... https://www.wincustomize.com/explore/elemental_fallen_enchantress/20/ If you don't want to use mods just put these files in the items folder instead. This will allow you to build piers on rivers and logging camps on forests. Brings this back into the game.
Happy Thanksgiving to all of Stardock!
No problem. I'm running windows 7 and that is the sub-folder that I have. Now you can decide whether upgrading to 64 bit windows is appropriate for you.
Go to your control panel / system and security / system Then on the list there is system type: 64 bit operating system. If it doesn't read 64 bit operating system you are not going to see pedestrians. Your system may be upgradable to a 64 bit system. In fact, if you have your windows 7 install cd's you might be able to upgrade to 64 bit without cost. But there are some programs that will refuse to run on 64 bit systems (old ones).
heavenfall how do you add burning eyes. I've tried to attach a particle there and nothing showed up. I would like to make the eyes glow to show the mana charge they have inside them.
A lot of this limitation here is due to memory. Also, if you got some appropriate tools you can add lots of these things into the game and produce a lot of different units.
[quote who="Frogboy" reply="59" id="3282130"]Quoting Wizard1200, reply 56Fallen Enchantress has, in my opinion, the huge problem that as soon as you change the core files the mod is not compatible with the next patch. That is the reason why i stopped working on my mod. The long-term solution is to NOT modify the core files put instead replace the core files in the mods directory and have the game use those instead.[/quote] To this end is it possible to set another
[quote who="crimsongekko" reply="11" id="3282133"]you have mispelled humanoid as huminoid they could also get isnotalive I guess[/quote] Thanks for the catch. Also, I'm not sure if I would consider an elemental not alive. It's a speculative thing and I don't know exactly what mechanics this tag has in stormworld. Are all his elementals not alive? or are they alive? [quote who="Heavenfall" reply="10" id="3282129"]Their gender is
Thanks Heavenfall. I've added it to the version up above. I already had most of what you written for background stats, just missed IsMale. I suppose their backstory doesn't explicitly say they are an elemental, but their title and unit type does that for you. The other thing that I'm going to do with this is adjust when these things are available and have upgradable armor for these people.
Exactly a ZoConstruction around each city, but then people don't like the artificial feel that makes in the game. I would be happier if they made building things further from your city center more expensive. Every tile away from the city center add 5 gildar to the cost of the building or +5% production cost. That would encourage rounder cities and keep the city snaking as is. Cities snaked 15 tiles away would be less efficient to build further away from the city center. Makes sense and ke
[quote who="crimsongekko" reply="6" id="3282112"]perhaps they should have isHumanoid tag as well? they look human in shape if not form [/quote] I added it (but I wasn't sure if things could have multiple tags).
[quote who="Heavenfall" reply="2" id="3282089"]Looks compatible to me, if you just add the background unitstats. By the way, there's no need to have such units designable if you don't want them to be. Like the pioneers you can add 1 and they will appear in training window, but not in design window.[/quote] I suppose that I could use this to design actual elementals for people to use instead. I should have thou
Thanks I've fixed that now. Here are some pics. Fire: Lightning Ice
The war between empire and kingdoms is getting more desparate. In order to save Paridan, the queen reluctantly allowed some of their citizens be consumed by the elements. Creating new elementals from sacrifices to help fight the war. Be able to design 6 new troops with special elemental abilities. **Added the life elemental and death elemental** Death elemental requires that you make an empire faction using the amarian bloodline. This is currently a work
[quote who="Othello" reply="2" id="3281482"]Thanks, where do i find that file[/quote] The actual game folder under the following ..\fallenenchantress\data\english\ Find it in program files under stardock games (non-steam) Steam you would find it under the steam folder under steam apps\common
Yeah, there is no need to update. V3 only removes the files specifically for stormworld items. Heavenfall said the next update he will have them there so I don't have to keep up with what he's doing.
Yeah it's on fallen enchantress nexus and it's going to be on wincustomize soon... waiting for approval ;) This update does nothing functionally different. It is just preparing for stormworld to take over some of the files of compatibility.