Angels and other divine creatures are suspiciously missing from the Elemental lore.
Heavenfall
I have previously made a topic about how to rip the Havok graphics files from the game: https://forums.elementalgame.com/399409 However, the method was fairly limited because there wasn't a way to rig the models to any skeletons (=models that aren't animated). Stardock has graciously released some skeletons for us to work with in the past, notably horse, warg, humanoid and spider skeletons. Those helped me build new
Started one here: https://forums.elementalgame.com/433089
I think it's the combat system. Fighting a normal human feels nothing like fighting in real life, it's just "move in, swing, move out to avoid damage". It's the same rubbish combat system I see in every FPS that wants to add melee. Skyrim just went with an ancient model instead of looking at games like Overgrowth.
You are basically correct, there is no way to script stuff outside of what we have in the game already. At least not for sandbox gameplay. It is possible to create new mechanics, but only using what we have in different ways. Sometimes you can figure out clever stuff. Sometimes you can't.
[quote who="crimsongekko" reply="19" id="3254884"]would this work alongside with Storm World rivers? I see both mods contain terraintypes.xml so they could definitely be incompatible :/[/quote] I think they work together. Stormworld modifies the installation directory file TerrainTypes.xml while this mod puts it in the /Mods/ directory. This mod can do that because it is modifying old terrains, Stormworld only adds new types.
The custom sov screen does not support it, but the level-up screen does.
It will work in the manner you build it to work. The unique units are simply unittypes that unlock with techs for factions. I don't know of a way to revert the use of LimitedUnitType or its predecessors.
Yeah, but you'll need to limit them using your own mechanics. The LimitedUnitType stuff won't help you.
Had no problems upgrading, windows 7 64-bit
You can just keep downloading it until you get the un-corrupted version. Yeah, I know, it's not a "solution", but it'll get you the game.
What I don't get about the AI is that it seems to be set to 1 mode only for every patch. I play one patch, the AI is completely passive and never talks to me. The next patch, the only thing they do is offer a trade treaty. The next patch, they don't offer anything but trading tech resources. Now all I get is AI declaring war on me. It's like there's all these different ways to interact with the AI, but I only really get to see one way every game because its behaviour w
[quote who="Xan" reply="2" id="3254891"]So it exports XML? Where do the graphics come from then?[/quote] XML references the graphics files. It's essentially a bunch of steps but basically you have Goodiehut (XML) -> Tile Design (XML) -> Tile Objects (XML) -> Graphics files (HKB) The editor in the video is showing the step where you place Tile Objects in a Tile Design.
I don't expect any miracles overnight.
I can't add any function as I said above. All I can do is drag stuff around, make it larger, smaller, remove it.
[quote who="seanw3" reply="5" id="3254734"]I am trying to take vanilla traits out of the game, without modding the core files.[/quote] Give it a prereq that can't be filled.
Just don't give it unit_level? Or make a prereq that needs tobe filled. That's how I did my event traits for 25th hour and Avalon calling.
There is also another round-about way, although it requires that there's no real way to remove injuries. What I did was give champions with injuries a chance to remove them when they level up. The new trait counter-acts the injury, each injury has a specific counter-trait.
Removing injuries is fairly limited at the moment using the XML available to modders.
If I may, I'd even go as far as to make the spellbook remember the spell you last cast and select that when the book is opened. That way, if you intend to cast the same spell several times, you'd only need to press M -> Cast Spell or Spells -> Cast Spell.
I'd rather a fixed set of turns instead of a chance to remove an injury. Easy injuries could go away easier, while stronger stuff such as "lost an eye" could take a bit longer. Randomness makes it difficult to make choices on where you want to employ the unit. And finally, if I have to watch over a unit every turn to see if its injuries are removed that's going to be a hassle. Yes, there should be a "notification" but sometimes I just spam 4-5 turns in a row.
This is basically intended behaviour because it allows the AI a greater chance of getting a first strike (which is absolutely crucial). As you guys pointed out, it is really stupid behaviour if the AI is fighting ranged units or spellcasters.
It is indicated in their defense values.
[e digicons]:grin:[/e]
Who has time to play the game when there's modding to be done?