I've said it before - I seriously doubt Stardock are doing secret mini-patches without telling people in a time where most of their staff is on vacation. There's no behind-the-scenes tampering going on of the game files. Logically, I can easily defend this with two statements 1) It would be an absolute nightmare for stardock to bughunt if players play different versions without being aware of it 2) It would be an absolute nightmare for players to report bugs if they're
Heavenfall
I'm thinking about making Skath the race mount for goblins instead, and moving over the drakes as the standard, but not forced, mount for elves. Comments?
1. Not through any other means than the upgradetoimprovement tag 2. Citylevel, tech requirements, race requirements, material requirements, one-per-faction, one-per-city 3. Only possible to have one. I've put in a request to be able to have a choice 4. Instead of adding to the first, remove the first (25-25 = 0) then add another that adds 50
Released 4.01 which introduces the Empire of the Golem King, aka the Mad Wizard
[e digicons]5*[/e]
Make that left 4 dead 2, it is a significant face lift compared to n1. One of my favourite games of the last year, great for coop with friends.
I don't think it's possible to make them more rare. Any more rare and they'd be mythological.
https://forums.elementalgame.com/400468 Not gone anywhere
I made a similar comment in another thread. There's no special feeling attached to finding those resources now that you probably have hundreds of studies/arcane labs running in your cities. It used to be - "WOW, that's a huge bonus and I can really take advantage of that". Now it's - "meh, yay, I suppose".
I'm planning on updating the mod eventually, so it's going to work just like any other kingdom faction. Posted this in another thread [quote]The reason that I haven't is because elves require a much more significant effort than these factions. Essentially, for these factions, I just need to copy armor values. For the Elves, I need to copy armor, weapons, mounts, clothes, buildings and 10 other things. I'm almost certain a lot of those things will change between 1.09n and 1
As is? No. Come back in a month, I would say. They're working on a great patch that is currently being open beta-tested that will push the game from being mediocre to quite decent.
Replying to it and then using the "My Replies" at the forum menu.
I would say they've become almost worthless, not nearly cool enough to be worth exploring for. Barely worth building in my cities with hundreds of studies.
Following this thread.
[quote who="Magog_AoW" reply="10" id="2829059"]I think you forgot the sovereigns. And there are absolute paths (C:\Users\Heavenfall\Documents\My Games\Elemental\units\icons\Awrikatr_0_1423337085-810.png) in the baseunits.xml. The factions wont show up for me, but that's probably my fault and I "just" need to reinstall. [/quote] If neither the sovereigns nor the factions show up for you, I think you aren't loading the mods at all. [e digicons]O:)[/e] The absolute p
1) The AI expands, building cities everywhere, until it runs out of food. Often, this results in a team with extremely low population. This is especially an issue on low difficulty, where the AI has no AI-multipliers on food production. 2) The AI builds caravans and sends it to the first available city. Sometimes (at the start of games), this is the enemy city on the other side of the map. 3) The AI does not defend its cities properly. The AI needs to put massive armies at "fr
Uploaded 3.0 introducing the Kingdom of Living Stone. Edit: Forgot to change building colours for living stone. Will do that in 4.0.
I was able to figure out why they haven't put fallen heroes in the game. It's because of their ModelTypes. For example, you are using QuendarMale and FallenMale . However... Kingdom does not have any gear for these champions. The gear is restricted to Empire only. The standard, non-fallen champions have gear available both for kingdom and empire.
Also, you need to take a look at how defensive structures handle their bonuses. For example, K_Fortress (kingdom fortress) is supposed to add 25% defense to units defending the city with this xml [quote] City AdjustDefendingUnit <br
Just a heads-up that there are significant discrepancies between kingdom and empire weapons, and you need to check these before 1.1 is released. As an example, the strongest Empire sword has 65 attack bonus, and the strongest Kingdom sword has 22 attack bonus (and is a 1-hander).
Equally idiotic is that you can still upgrade the pioneer unit (if you haven't retired it, that is).
Not yet. When they are, I'll put them in this mod. Edit: The reason that I haven't is because elves require a much more significant effort than these factions. Essentially, for these factions, I just need to copy armor values. For the Elves, I need to copy armor, weapons, mounts, clothes, buildings and 10 other things. I'm almost certain a lot of those things will change between 1.09n and 1.1. So, I'm holding off on updating elves until they release 1.1.
The speed of buildings being produced in the building city, if you're talking about "administrators".
I've posted the goblins in the expandedfactions mod. You're welcome to use anything you want.
Uploaded 2.0 which adds the empire of goblins. Fixed the colour of the metal on drota armor. Also, I'll be merging the ExpandedMounts mod into this mod and give each race a unique race mount (see first post) Edit: Uploaded 2.01 with more appropriate stats for the Goblin sovereign Gnork