The issue is adressed in the After the War mod.
Heavenfall
That's actually a good idea, that prestige gets a penalty in higher level cities. They'd still grow, but it wouldn't be so quick. That's actually very good.
All Frogboy said was that prestige would be a percentage now. I'll try to balance prestige a bit (make it much, much lower). It's very hard to mod, unfortunately. Also, I decided against using the expert citizen concept above. That stuff is better suited for a real mod.
I'll put in a fix in 1.2 of the After the War mod (not released)
I really can't figure out why prestige was changed in this patch. It just seems ruined now. I'm thinking about converting the existing prestige buildings into something new that would be required to build higher level improvements. This would represent attracting high talent population. For example, a study would require 5 normal workers, but a school would require say 10 workers and 2 of those would have to be gained from the new prestige. Higher level cities would gain a sma
Currently, kingdom noncapital cities have a tile limit which you can see if you open up the descriptions for the city. Tiles that previously had goodiehuts on them should become free after a few turns.
Cheers, sorry about all the problems.
Any chance you could create a zip of your data/english folder after you have extracted my files? I'd love to check out the structure of everything and see what's going on.
Build a town in the start near a Fertile Land world resource. This will give you food, which is needed to build houses for population to live in. Focus on producing Tech Knowledge and Materials from your cities, and keep an eye on the Gildar income so it doesn't turn negative. You'll need to build larger cities with more housing to access more buildings. Explore the world with your sovereign (he is immortal unless he dies inside the borders of an enemy faction). Search for oth
[quote who="scifi1950" reply="20" id="3001191"]I already had 1.39a installed and had played a couple of games. I'll put the original Stardock files back & remove your files & try again later since Mandragoran couldn't duplicate. Your version sounds really good.[/quote] Are you saying you moved any files out of the installation directory? Or that you made a backup copy? You shouldn't move any files before extracting my
Wow... yeah, no idea what's going on, sorry. Again, is anyone else having the same problem? Edit: You're not deleting any folder first, right? Did you patch from 1.30 or did you install 1.39a(b) right away?
If you can, make the game crash once like you did before. After that, in C:\Users\yourusername\Documents\My Games\Elemental\ find the debug.err file and post its contents here.
Scifi1950, run DataZip.exe (window closes automatically when its done) in the install folder before you run Elemental.exe. Let me know if you can start the game after that.
Anyone else having the same problem?
If it crashes while loading, stop clicking the window.
Uploaded 1.1. Fixed a crash issue with 1.0. Also removed the Vault of Individuality. Instead, [quote]-For the player, pioneers are now built in groups like normal units. More members in the unit means a larger starting population in the built city, but it is generally not worth it to build a unit larger than 4 since the city will grow organically anyway. The AI still builds solo pioneers.[/quote] (to clarify, a solo pioneer costs the same for the AI as a group of 4 does for th
Trying to fix the "pioneer" issue by changing the UI instead. I finally got the game to run my VB scripts which is a huge success. http://i.imgur.com/3l8Rd.jpg half-way there?
Just keep waiting, and don't click the window while its loading. Edit: Looks like something's wrong, I'm getting a problem too. I'll check it out tomorrow, don't have time right now.
If you see any bugs or broken stuff, let me know in this thread. Also, I'm open to suggestions about balancing in general. Specifically, I don't want to include anything about mounts and harbors or sea gameplay - both for the same reason, the AI can't handle it. Those things can be modded outside this patch.
[Quote] If you enjoy this mod, I suggest you check out ExpandedFactions and the Artifact mod. They are aimed at putting more content in the game.[/quote] After the War is intended to fix some smaller design issues and bugs in the final patch (1.4) of Elemental: War of magic. There is also a bit of balancing going on. The full changenotes can
There's evidence that monkeys prostitute themselves for things they want. I dare say prostitution came before religion.
I've started work on a community patch, if anyone wishes to assist send me a PM. [quote]Changes to cities: Tile limit (total X buildings) has been increased to 50. Cityhubs now hold 10 population instead of an increasing amount (capital cities - your first city - hold 14). Your capital city produces 1 food without any building. Every subsequent city founded consumes 1 food perpetually. If your capital city is lost, you can rebuild it. In 1.3 a new limit to the amount of repeatable
I wouldn't be able to do much with source code (I'm not a coder). I would hope that my critical position is a point of inspiration. Instead of attacking the message, fix the bugs.
Why would you want to have to rightclick on stuff when it can just be in a tooltip or a textbox somewhere, like in WoM? The scales for magic would be nice, but that's about the only good thing in that screenshot.
Sexy nipple armor is sexy.