Titan quest was really good... we tested it on a LAN, and we ended up playing nothing else. An excellent multiplayer game.
Heavenfall
I don't want it to be good. I just want the ability to add one more faction of undead to a game I play. So instead of facing 1 undead team I can face 2. Kind of like how you can add both Tarth and Capitar to a game. They're basically identical, but still different factions.
While I am sad about the art direction, when I first played wow I really appreciated how they had made a cohesive graphical depiction of the world. Even if it looked like a cartoon, everything melded really well together. I think that's more important than what colour filter you use. That being said, I still want gore-over-the-top hack-n-slash. Diablo 3 remains my "most anticipated" title since WoW was originally released.
Possible, but not viable, with the current limitations to modding.
Edit: nvm, requests without explanations are pointless.
I think that all these events that happen, like losing improvements, enemies offering treaties or asking you to attack someone else, cities levelling up and so on - these should all be put in an event-list, like that which already exists for finished buildings or unit training. Then the user can go through them at his own pace.
My ideal solution would be that buildings in hostile towns were converted over a series of turns to those of the conquerer. Basically it would go through each building and "convert" it. That way a part of the city could be converted instead of all of it at once, and we could also visually see the city changing over time. In my opinion, the cost for converting a building should be around 10% of the original cost. Buildings that cannot be converted, ie a few faction-specific buildings, should b
Hey impinc, are you accepting submissions? I'd love to whip up some goodiehuts, if you're interested in including them. This is the kind of mod, I think, that should be in a "pack" rather than individual downloads, so it would be great for the end-user if there was only one download to get.
the supportedunitmodeltype tag is specific, unfortunately. You either need to use the CPELFMale / CPELFFemale modeltype, or you need to make your own clothes.
SovereignHistories.xml
Uploaded 2.1 Fixed the bug with the filename in the Undead folder Players don't need to delete the Undead/Elves folders anymore if you're not using those mods
Don't bother downloading 2.0, there's a massive bug in it. Edit: you can rename the file inside the Undead folder to HostilePopulation_Undead_CityhubFix.xml if you want to use it until next release.
I have a request for the next update of Undead Rising. I will be doing this for the next update of Elves as well. If possible, could you add one more faction (raceconfiguration) to play as undead? That way, we could have two undead sides fighting with, or against, each other.
Yeah I already consider the Undead their own faction. It was just that since you don't have unique improvementtypes, I couldn't separate the undead buildings from the empire buildings.
There is nothing essential if you are using the high quality set.
Uploaded 2.0, which includes a bugfix which made the mod not work (basically, it should do what it says in the main post now - not something completely else), and also includes the ability to convert a town so you can build in it (see first post). Extract over your old HostilePopulation folder, and don't forget to delete Elves/Undead folders if you don't have those mods installed. Edit: Also uploaded Unique edition, which is a milder form of the mod where only buildings which
Please don't read this thread as "stroke my ego some, please". I'm just letting people know that a dialogue between the modder and the user (or non-user) is wanted. Sometimes, it's really hard to know what people actually want in a mod. Clearly, this wasn't it.
Majesty 2 the fantasy kingdom had some excellent easy-to-reach options that slowed down a game significantly. I think the slowest was 0.1 normal speed (0.5 also existed, and of course "1"). I always thought it was a great idea to include that in an RTS. Some rts games also support being paused.
I wasn't able to make it work like I wanted. Unfortunately, since we can't mod the UI, the current solution just means that I end up with this: http://img145.imageshack.us/img145/8820/elemental1287238952.jpg which is just pointless. Yeah, at this point I think I'll just wait for 1.1 and hope that the modding support is dramatically improved. So much we want to do, so little we can do. <p
Alright. For Elementerra maps, you need to set the quantity of Desert low. The more % of desert a map has, the more of those things will appear.
Hmm wait... if you played Yithril, you should not have been able to build anything in a town that used to belong to Tarth. The mod should disable all buildings in towns that belong to a different Faction (empire/kingdom/elves). Edit: Just by talking about this, I've had a much better idea. Rather than restrict it so rigorously, I can limit the building types instead. So one town can only contain one MaterialProducer1, where MaterialProducer1 may be either a labour pit or a workshop.</
Thanks for letting me know there's an issue, appreciate it. For now, I have no ideas. These are the results I got in amount of spawns on the entire map when I started games Tiny 1 2 2 1 0 3 2 2 3 0 0 2 2 1 small 2 2 3 1 0 1 3 4 2 3 This is on difficulty Extreme. Victory conditions are Diplomatic and Conquest. Minor Factions
[quote who="Goontrooper" reply="4" id="2804381"] I 't think people are interested in the idea...I think the problem is that we have so many little mods coming out (same problem with Civ V) that have great ideas, but they are all separate and not built to go together. I think that after 1.1, we should start to get people together to really work on making more complete packages of mods that are designed to work together and support each other. I have lots of mod ideas, some of which are sm
Nope, I don't remember anything like that.
Yes.