also if you notice, the AI seems to concentrate housing in one or two large cities and still spam small ones near resources and never upgrade past level 1
EviliroN
materials are what comes from lumber. I also tried this and fiddled with the settings in elementaldefs.xml also, for unit wage scaling. in a current game I have a faction carrying a balance of -6000+ gildar, though it seems to slow city spam a bit.
Ravenloft_Faction_Custom.xml, line 49, Lord Strahd_-795198123-26 used to be Sovereign_Kingdom_Male_Basic . And not EVERY single unit that isn't female is a zombie, I meant, rather, every faction's male has a random chance to make one. that being said, where would i start looking as to why this happened, I'm 
Bump :)
[quote who="Heavenfall" reply="7" id="2768926"]Frogboy hinted that it was possible, but even when you have two improvements for one resourcetype, there's only one hammer to click. So we need to mod in a second hammer.[/quote] I'm just an idea man, that is out of my jurisdiction. having them upgradeable would be cool, and you could just subtract the time spent from the time needed.
Downloaded and great mod. 1 thing though, for your faction xml you have it set for a generic kingdom sovereign instead of lard strahd when played by the AI. I corrected it on mine, but just letting you know in case you didn't mean that. edit: and all the skins for fallen ... and kingdom males changed to the zombie... hmmm
but there are resources for those also... how about instead of different buildings producing different things on one tile, have levels of buildings produce the same thing on one tile i.e. Fertile Land -> Basic Farm 25gil, 2 mat, 3 turns produces 5? food... Fertile Land -> Intermediate Farm 60gil, 5 mat 6 turns produces 9? food... Fertile Land -> Advanced Farm 100gil, 12 mat 10 turns produces 13? food..
[quote who="Blaziken100" reply="27" id="2768488"]yeah i also think that oyu should be able to tame animals by using a spell that depends on how powerful the creature is. also how do you get new mods all the ones i can get are maps[/quote] ooh another use for charisma
Monk mod, i.e. hand fighting skills that give the player a reason not to use weapons and armor :) or a way to mod caravans to use gold (or other things) and increase the min city build distance thanks
an easier way would be to just increase the mana cost to whatever you think is reasonable? 5 -> 15?
also the level 1 or 0 quest for getting Maggies ring, that spawns the wolves, instawarps you to the tactical screen.
looking nice Raven and team
mmmmmmmmmm claws, thanks :)
elementaldefs defines how much of a rousource is traded, i've been looking into this too with no luck
I'd like to know this stuff here :) https://forums.elementalgame.com/395801 and here https://forums.elementalgame.com/393977 thanks
I would also like to suggest something for you since you are putting effort into arms and armor, https://forums.elementalgame.com/395751 https://forums.elementalgame.com/395710 these guys are releasing weapon models for modders. maybe you could add them in to spice up your numbers?
[quote who="Nimbyjester" reply="21" id="2763514"] "what i did for my mounts was for 1 set (brown and shadow) i made it +2 movement no speed for the other (black and ice) i made it +1 movement and +4 attack, as in the mount helps you attack." I was thinking about something similar to make each mount different. Though for the wargs I was thinking of making a joint attack ability where the rider and mount attack together. Or maybe some sort of f
600-700 for proc board and mem is a-ok for me. i already have a 1kw 24pin 6/8 pin PSU so i should be good there, SLI rady of course. i do a lot of encoding and music processing along with some gaming and running multiple instances of programs on multiple monitors. that i7 +mobo deal doesn't seem too crazy tbh and i'd like to go for 1366 to possibly try to upgrade in the future. on a side note, can i run a RAID 0 (striping) as the OS dis
i want to stay away from AMD, i used to have them, i dont like them so much anymore
I am thinking http://www.newegg.com/Product/ComboDealDetails.aspx?ItemList=Combo.495225 and 2x of these sticks to start http://www.newegg.com/Product/Product.aspx?Item=N82E16820145322
3: I see in elementaldefs xml spellscalar, and then there are 3-4 different calculations for tech research speed. Is there any way to adjust spell research? it seams that it's simply linear for spells: (scalar x level) / spell points = turns I would instead like to change it so spell levels increase exponentially. I am raising the scalar, but 40 turns for flame dart is absurd, yet needed so the later spells aren't easy to research.
I want to upgrade. I am thinking core i7. I would like recommendations on brands and reliability. Also, I have some questions: I have 8gb DDR2, will that work with the new CPU/MOBO combo? Or, do I have to go all DDR3 now? I already have a GTX 260 and am sticking with that. I heard BFG no longer makes components, that true? sad day. Do new i7 compatible MOBOs use the same power pin configur
1: Has anyone modded the coreunitstats xml? I have and i cannot confirm that the AI is using it correctly. Specifically, I increased level up stats 2-3x, among other things, and the AI sovereigns still look like that have stock stats at level 3. Anyone else have this problem? 2: I thought I read somewhere that spell casting costs were hard coded at 2.0, and that Wisdom does not change that. <span style=
<img src="http://images2.wikia.nocookie.net/__cb20090708050056/finalfantasy/images/2/2f/Kaiser_Knuckles_FFIX.png" alt="" width="161" height
we need KNUCKLES and CLAWS [e digicons]:)[/e] so we can make a Monk class, yes!