In order to remove the old watchtower, you need to give the old watchtower a prerequisite that cannot possibly be fufilled. For example, you could have this in your mod file: [quote] Wonderland Frogboy [/quote]
Heavenfall
Right at the top of my list is adding support to use much larger tactical battle maps. Ideally I would like something close to what we see in Age of Wonders. Obviously this should include different heights, destructable walls, army information gathered from more than 2 tiles and so on. Edit: Bonus objective would be to actually read surrounding tiles for information and format a map accordingly (ie - forest west = forest west). Another bonus objective would be to actually use
The reason I've not done an update is I've not taken the time to test all the spells. Frankly, it's boring as hell. I welcome other modders to fix it, if you're up for it.
I'd add something myself, but the interest in this mod is so low I don't see the point.
Yes, you can use it.
[quote who="UltimateElemental" reply="25" id="2803504"]Hi, Great mod Heavenfall. I've uploaded it to: http://www.ultimateelemental.com/downlaods/download-mods/Elemental-War-of-Magic-Downloads/mods/large-mods/Elves-1.1-for-Elemental-1.09E/ So you can have another download location. Please keep me informed of updates. Also, as you improve the mod can the Master of Magic mod team make use of your work? Thanks![/q
Another night, another mod! This idea has been conceptualized for a long time, but it was kenata (who is doing the Wizard's Tower mod ) who finally figured out a way to make it happen in-game. Hostile Population This mod directly disables the build
It is definitely something that the modders have been asking for, from the start. As it is now, the modding system is incredibly rigid. Every tag or attribute only serves one purpose, and beyond the existing tags you can't do anything. As I understand it, we're not looking at a "re-write", but rather the possibility to hook our own functions.
I think that you can't have too many modders. If Kael will end up making the game more friendly towards modders, then that is a good thing both for current modders and new modders. More modders is always a good thing, because it's free extra content you can choose to use. I'm sure Kael won't single-handedly turn Elemental into a Civ-clone.
It looks really good, you're really capturing that undead feeling. A recommendation is to consider the GPU drain of the tiles from the start. When we did the Elves mod, we had to go back and "optimize" all the tiles we had done, so that the tiles wouldn't require a better computer than the standard tiles. On a more personal note, I also think it's important not to place too many pedestrians. When you scroll in and out, if the game has to load/unload about a thousand pedestrians, the s
The people who are unhappy don't stick around, they go away. Hopefully they'll return if/when the game improves. I don't think the community has "matured" in any sense of the word, I still see people with valid complaints get hammered by fanboys. If anything those who are too disappointed have simply given up posting, for now, leaving a disproportionate amount of fanboys left. I, for one, do not consider it civil towards the dev to give them anything less than my opinion. And
They should be few by default. Make sure you've not got duplicate files of the mod, as that will increase the spawns immensely. Also make sure that you're running the latest version of the game. They change some things very frequently, and resource spawns was one of them.
Kingdom societies, it is generally assumed, inhibit a high level of personal freedom. Excess (unused) labour is to be considered a public good in such a state. I feel that the free rider problem http://en.wikipedia.org/wiki/Free_rider_problem can be applied to this. As the city grows, the excess labour becomes almost entirely emptied out by a volunteer station. Thus, the free time of the average citizen is reduced, even though not
It's one of those rare things you can only possess if you don't know what it is.
It is a government-controlled currency. The medium represents economic power. It is also reasonable to assume that in TBS games, money in itself also has a certain amount of GOLD or SILVER or another valuable metal inside. This prevents individual kingdoms from flooding the market with currency. On the other hand, it tilts the balance of power to those who have access to the metal - even if it has no direct function in itself. It is also reasonable to assume that in games wher
Here's a tiny thing of a thing I just felt was missing with the game. http://www.mediafire.com/?xy4r1c1mymvud9v Volunteer Stations and Slave markets Increases building production rate in city by 30% Costs upkeep equal to city level (level 1 = 1, level 2 = 2 and so on) Reduces Prestige in cities above level 1 (level 2 = -1, level 3 = -2 and so on) Automatically levels up with city Requires no te
[quote who="scifi1950" reply="7" id="2802560"] Quoting solidsmooky, reply 4You poor soul. Do hardcore gamers even have souls. Not according to my wife. [/quote] Hardcore gamers can have souls, but competitive gamers cannot.
I would like to actually CHECK if I have the resources available in tactical combat. It loses half its functionality if it is just ignores the check in tactical combat. In strategic mode it works flawlessly. Also, I would like a dev to take a look at Sion_Head in CoreFaces.xml and explain why it is getting applied to ALL custom modeltypes. If there's a reasoning behind it, please let us know. If there is no reasoning, please remove that functionality.
Well the inspiration was more sylvan/wood elves, rather than the standard elves. To me, your elves look more like high elves. It's all preferences, and it's all good, as long as everyone gets what they want.
I build cities everywhere. Only rarely do I skip large empty areas. This is basically the city-spam issue. There really is no downside to cramming a city into every corner of the map.
Yeah, I see it primarily as a means to purchase labour and materials. Plans for buildings are, it is generally assumed, shared in a communist fashion.
This many (small map) http://img88.imageshack.us/img88/3504/elemental1286753676.jpg
Kael + Stardocks longterm commitment strategy = pure win.
The folders should not be copied more than once. When you open the .rar or .zip, the CPELF folder should be placed directly under /mods/, and the GFX folder should also be placed directly under /mods/ You should have /documents/my games/elemental/mods/cpelf and /documents/my games/elemental/mods/gfx/ correct? Are you running the latest version of the game? Update through Impulse if you aren't.
If you double-click on a downloaded .rar or .zip, what happens? Ideally, it will open a program or a window that shows you what is inside the file. These files have to be extracted to the right location. You can most likely do this by dragging the folders to your /mods/ folder. If nothing happens when you double-click it, or if it tells you to find a program for opening such a file, you can find such a program at www.winrar.com