Added 4th section on unittypes.
Heavenfall
If you alter the of the unittype, they will be unable to equip items that don't support your new modeltype.
Very nice work on the tower. I would perhaps reduce the size of the orange window/door about 10-15% as they're quite large compared to the depth of the building behind the door. What I mean is, if I opened that door I'd be faced with a wall almost in front of me. @oddrheia I've changed my mind. If you want to design a full tileset for the golem king faction, I would gladly include it in the expandedfactions mod.
Updated the improvement with the following text [quote] I'm breaking the format here a bit, the workshop in the link only has the first of these four choices, . I quoted these 4 tags because they all impact how many of this building can be constructed. Only one of these tags should ever be included in a building. The first one, , used for
So as we all know the abilitybonuses in this game have a weird structure, as such [quote] **various tags** [/quote] I used to think this didn't have a purpose, but now I see that it
Core files are always read before mod files, so mod files are processed after core files. It can be any number it seems, I would guess it can't be 0.
That's... awesome. By the way, part of the expandedfactions mod is a sub-mod that allows the capital city to reach level 7, so those two are also up for grabs if you want them. kronik83 I like the tower you posted. The workshop also looks great.
You can e-mail me the files at [email protected] or upload them to mediafire.com
You can discuss the answers here, full answers is ok (but you won't get them from me)
Added the third part. No, I've not teached.
[quote who="John_Hughes" reply="9" id="2861778"]? Think about what reasons a modder may have for making an item unavailable in the shop, and unavailable when designing units, and unavailable when designing a sovereign. This will allow a Modder to have an object be placed and findable only on the Map via Goodie hut and or Quest?[/quote] Also think back on what tags you saw in part 1.
https://forums.elementalgame.com/403546
I started a guide in this thread: https://forums.elementalgame.com/403584 Let me know if it was more or less what you were expecting.
8. Who knows
7. RaceConfigs
6. UnitTypes
5. RaceConfigs Basic What are they? Each raceconfig represents a faction. A raceconfig defines everything special about the faction. I've gone ahead and uploaded a raceconfig of a modded faction, as that is what you are most likely to want to do. See here: http://pastebin.com/raw.php?i=zVdE4d8F<
4. UnitTypes Basic UnitTypes Generally speaking, unittypes are used to define a particular unit in-game - such as a monster, a champion, a summoned monster and so on. I will begin with a general overview of the unittype container, then I will describe how to differentiate these different groups from each other - each different sort of unittype will need diff
3. Improvements (buildings) Basic A new city building Let's create a completely new building, also called improvement. In part 2, we created a weapon that would overwrite the current crude bow. For this part, we will create something entirely new. Take a look at this xml: http://pastebin.com/raw.php?i=wv
2. Items Basic A new Weapon Let's create a new weapon. For this, I have prepared a file here: http://pastebin.com/raw.php?i=TDnqNfEy This is very nearly the exact same bow as one can find in game called Crude Bow. Putting that text inside a new xml file in your mod folder will overwrite the current
1. General notes on file locations and internalnames Basic The Game XML The entire contents of the game are currently included in the installation directory, in XML format. Every unit, every spell, every building, every tech. This is an excellent source of information if you wish to look for it. You should get comfortable searching the file co
Each of these sections will be divided into two areas: Basic and Advanced . Basic information is enough to get you started. Advanced information takes you all the way to the end of what I know (well, not all the way, but very close) I will use the line "****************************" to indicate that I've removed significant parts from the quote. This is just so I don't have to keep quoting large examples wit
We aren't proving your point in any way, since the strategy of the game can be summed up in a thread with ease. Hardly something that warrants a subforum. Edit: I'm not trying to sound obstructionist here. You seem to think that there aren't any strategy posts because there isn't a subforum. I think there isn't a subforum because there aren't many strategy posts. I would welcome a discussion if there was something that was up for discussion. Get the highest armor and the stron
The only real strategy is in what order you choose your research. Magic has almost no impact on strategy. You don't need any strategy in tactical combat,, besides making the enemy units waste their movement in their turn. Expand your cities until you hit an enemy border, then build your army in peace. Don't worry, the AI won't invade.