Another work-around is tabbing out and in, if your computer configuration is stable enough for Elemental not to crash. Yet another is hovering the mouse above an enemy if you have the swords, an a champion/friendly unit if you have the chat bubble.
Callesen58
[quote who="Empyrean" reply="38" id="2755611"]Klingon with Asperger's.[/quote] Should I, as an Asperger, feel offended by this? If you want autists to play that are already hard core gamers, not offending them wouldn't hurt, and don't call them 'Klingons'. [e digicons]:troll:[/e]
[quote quoting="post"] Not the highest priority but it would be nice. Gear in general is pretty bland and having girls in armor that don't look just like the men in armor adds some flavor. [/quote] This is a "dark fantasy game", unlike WoW.
Seems reinstalling made it work, somehow. Time to go off and make more custom resources.
[quote who="Stuie_acs" reply="36" id="2748698"] Quoting Callesen58, reply 35 3. Add a shortcut to Elemental somewhere, click on properties and put /createxmlbinary after the target. 4. Start up your game from the shortcut. These steps are not necessary. As long as the new file is in the Elemental/Mods folder, the game will pick up the changes. I know it's not true for some files, but it is true for the elementaldefs.xml.[/quote] <
[quote who="Arkenor" reply="9" id="2748523"]Increasing the number of points chapps and sovs gain when levelling certainly sounds like a good idea. How does that work with champions you find that are higher than level 1 though? Do they automatically take that into account with their stats, or will they be at a severe disadvantage against a champion who started at level 1 and levelled up? Also, I suspect it probably works better for some stats than others. Getting t
For those who would like to change this, here is a step by step guide to change stat and experience gains for sovereigns and stat gains for champions. 1. Go to your Elemental/data/English (or whatever language version you have) and look for elementaldefs. Copy it over to your Mods folder, which is in the elemental main directory. It is not necessary to create subfolders, atleast not in this case. 2. Open up your file and look for [qoute] &nbs
I'm feeling so proud now [e digicons]:rofl:[/e] [quote who="Manii Names" reply="6" id="2748276"]How did you guys go about implementing this mod on your systems? I tried creating the following, and it totally broke spell research - things began researching almost instantly... D
[quote who="Heavenfall" reply="14" id="2747814"]I'm out of ideas If you've got two files in your /Mods/ folder that look like http://thedyinggrounds.com/Elemental/testmod_worldresource_elementiumnode.xml http://thedyinggrounds.com/Elemental/testmod_allfactionimprovementelementiummine.xml and still can't build anything on them, make sure you move everything you've made out of the folder, Other than that, I can't think of a thing why it would work for
[quote quoting="post"] I was wondering if it was possible to mod in Possible factions or allies of the Diplomacy tech tree to include, Dwarves, Elves, Trees, or anything else of Mythical Lore? Thanks. [/quote] You mean you want to be able to build a building on some dwarves and harvest them?
[quote who="Heavenfall" reply="12" id="2746346"]Yeah, there's an Elementium resource node in the map creator, but that doesn't work. Scroll to the bottom and use Elementium Deposit for the stuff I posted above[/quote] I did, but as I noted earlier I get an error saying I can't use the resource. Tried both with a kingdom and empire faction, and it was the same result. Edit: Do you think the bugged elemental resource node is also Element
[quote who="Novaburst" reply="1" id="2741170"]I originally intended to incorporate the World NPC Level increase from Adventuring/Domination technology research, in as a consequence for failing to complete the quest. But I couldn't figure out how to get it to work, if it's at all possible. Code: xml Player <br /
I'm getting Can't Build: This resource cannot be used by us errors when I hover over the icon, otherwise it shows up in the game just fine. (Though that may also be because I kept trying to add the "Elementium" resource you add can on the object, seems you could harvest elementium once. [e digicons]O:)[/e] )
Copy elementaldefs.xml to your mods folder, go into it and change the part that has to do with sov level up points from 1 to 3 or so. Should fix the scaling issue.
[quote who="Heavenfall" reply="3" id="2744169"]Could you upload your files?[/quote] Will do so when I get home. In the mentione, do you know if anyone has succesfully added custom resource nodes?
[quote who="Heavenfall" reply="1" id="2743333"]Just to be clear, what exactly have you done in CoreWorldResources.xml? The file is not actually supposed to be changed, and if you absolutely have to it requires a procedure to regenerate the data.zip file in the game.[/quote] I had to make it able to spawn by itself, so I added: [code="xml"] <DisplayNa
I have been tinkering with adding elementium ore as a very rare resource, using existing models and all that. I get them to show up in map editor, and I am able to place them all over the map, but once I go into a game they disappear. List of XMLs I have overwritten/added: CoreWorldResources.xml R_Elementium_01.xml R_Elementium_Ore_01.xml F_Elementium_Mine_01.xml F_Elementium_Mine_Build_01,xml K_Elementium_Mine_01.xml
I was looking through the XML files and discovered this: Pumpkin Patch This pumpkin patch can produce food by building a farm on it at 60% effectiveness.
[quote who="BoydofZINJ" reply="8" id="2740740"]Here is my quirks. In most 4x games the cities or planets or hubs (or what ever) are always building stuff. It seems to me that after turn 20 - 30. The cities rarely build anything. Most of my cities are IDLE. I rarely have long list of constant builds. Then this is a magical era with ruins and quests and dungeons. However, it sure dont feel epic. We can not build... &nbs
[quote who="diamondspider" reply="6" id="2740716"]Why would I not build giants and elementals? They don't cost anything other than putting a measely 5 points into essence at the start (or after leveling) in my soveign and building a few arcane labs. Also, as I said, the stuff levels up very quickly if you want it to, and it's rigged so Con is the best thing to take usually in melee champs. Obviously, if you refuse to put points into Con, you'll have to settle for fairly low HP unit
[quote who="diamondspider" reply="3" id="2740551"]I personally don't find health to be too low. That might be because the AI is so easy though. Leveling up is fast, and putting points in to Con allows rapid health gains. Giants and Elementals are also very easy to get. Troops are fairly cheap. Between all of those things, I get a killer stack early (usually by about turn 30 or sooner). At that point, I cut through everything and health feels too high. It does start low though