parrottmath

parrottmath

Joined Member # 3119455
208 Posts 3,333 Replies 25,812 Reputation

Honestly, I guessed. ;) Namely I toggled on the category:land category and determined that I could build the logging camp anywhere on land including the forest. So from there I eliminated the locations where I didn't want to see that logging camp being built. Hence the reason for all the barred terrain.

48 Replies 109,490 Views

I could be wrong, but I think this is the area for the rivers that you want to modify to change tile yields. Similar spot for the forest files. - Resource TileYieldGrain 1.5 1 -<GameModifier InternalName="CityTileYield_River_Materi

1 Replies 2,271 Views

For those that want to build those logging camps and piers anytime your city reaches those precious forests and rivers. Here is a mod for you. When I first settled that city... notice no logging camps or pier. Notice now I have the

48 Replies 109,490 Views

I would prefer it if it wasn't hard coded so I can change it with a mod. Edit: Nevermind... I have figured out how to mod it back into the game. https://forums.elementalgame.com/436856

46 Replies 60,862 Views

Yeah you found the one thing that I couldn't fix in my floating waterfall. The particle effects are there for when the waterfall is actually at the cliff, they show up at the right heights. Otherwise they get the watergate effect... which I can accept better than the floating waterfalls. The only fixes I found for this problem (without changing the code) are: 1. remove the particle effects all together. 2. Move the partcle effects so this won't happen, bu

3 Replies 5,757 Views

I ran into the same problem with the henchwomen that I modded in. For your henchmen did you edit the unit files? Namely does this line exist in your unit definitions for these henchmen HenchmanMale This is important to unlock all the special abilities and items. Otherwise you are going to have to do what I did with the henchmanfemale and go through EVERY single ite

5 Replies 3,409 Views

I think that it is hardcoded to only have three unit types. Male, Female, and Other. You should be able to edit the Bard, Torchbearer and Shieldman though to get the other henchmen. If such a solution exists I would like to know so I can update my Henchwomen mod.

5 Replies 3,409 Views

This sounds like you have a sticky key on your keyboard. You can move your camera around with the arrow keys and if one of those got stuck I can see that you are having a problem. But other than that I have never encountered this problem nor heard of anyone else that has this problem. I sincerely hope that it is a keyboard sticky key problem. Otherwise I don't know what to tell you. Besides check to see if all your drivers are up to date.

3 Replies 5,727 Views

If you have a previous copy, delete those files. The new files are more condenced and done in a more modular way so as to work with other things as well.

55 Replies 47,001 Views

Unpack the file into the mods folder (if you want to enable mods in your options.) If you don't want to enable mods, then you move the files to their appropriate places in the items, racetypes, and units folder.

55 Replies 47,001 Views

[quote who="Frogboy" reply="18" id="3278854"]We get occasional emails to support complaining that we need to quit "spamming" updates and instead wait until they're bigger and then release them. It's hard to know how representative that is.[/quote] I know I don't spam these e-mails to you. But I wouldn't complain if you set up private builds for those that want them smaller and more frequently ;)

64 Replies 140,975 Views

Updated. All of it now should be modular and work with any mod (finally understood what you were telling me Heavenfall). It has support for StormWorld although untested. Heavenfall feel free to include it with your stuff if you would like.

55 Replies 47,001 Views

[quote who="Heavenfall" reply="18" id="3278189"]One modder to another, your weapons file is unnecessarily bloated. If you want to add a new modeltype to a weapon all you need is this HenchmanFemale</Su

55 Replies 47,001 Views

If you make a custom sovereign as capitar (Mancer race) their pioneers build roads from the start. Also if you want to build roads with any of the other factions you need to make a champion / sovereign path of the governor and pick the appropriate level up trait.

6 Replies 12,887 Views

My next iteration I'll see about fixing the model data. I was having issues with the clothes effects without some of the extra tags, then remembered about the mounts, weapons, and armor. I'll update later tonight, its a shame that I have to work.

55 Replies 47,001 Views

I have finally updated (v4) every part that I can find... if I missed something please let me know. Everything looks right in this version. If you would prefer to default to henchwomen instead of henchmen let me know. I can update files for you to see that change instead. I think this would fit better with Relias boozing with all those women around ;)

55 Replies 47,001 Views

There's a problem with mounts after this was added. I'm going to fix this problem now and also update the weapons a henchwoman can use.

55 Replies 47,001 Views

Looking through coreclothes.xml I noticed there are some color code problems... that is missing commas. Air Adept Robe [quote] - Gfx\HKB\Clothes\K_Male_Hood_Mesh_01.hkb Gfx\HKB\Clothes\K_Male_Hood_texture_01.png Skinned 200200200

1 Replies 1,366 Views