Now, all of a sudden, I am glad that metalfacekevin asked. Thanks for taking the time to respond, BoogieBac edit: HQ version of pic http://ve3dmedia.ign.com/images/07/35/73520_Elemental-31.jpg
Heavenfall
We could always use some help to finish the project. It's an open door.
I think metalfacekevin is asking a reasonable question. He's not asking about epic battles, he's asking if the game, at some point, will look like the screens on the back of the box. I'm not saying he deserves an answer any more than anyone else does. But you guys trying to shout him down are just stupid as hell, purposefully misreading what he is saying. If I made a thread asking the devs a reasonable question, and you people showed up trying what you're doing here, I
Holy shit... look in the background! A NATURAL horse spawn right next to my base. I would have owned this game, if the elf race was finished. Now that the city is coming together, it is becoming obvious that we've used too much objects.The FPS drop is obvious and more severe than a normal city. When all the buildings are finished, I will go through them all and remove unne
I got the files, Good job.
Sounds fun, good idea.
[quote who="Nikitosina" reply="1" id="2785229"]Thanks for the lection of old client-server technology. Why don't you run dedicated multiplayer server like battle.net but smaller? Give me your thoughts about this.[/quote] I think that's what they just said they do. The servers are in the cloud, we only connect to them. Personally I'm looking forward to custom games with more AIs in them!
I'd consider unicorns if it was possible. I think we're a far cry from being able to add animated units, unfortunately. So you guys are trying to vote me down, eh? I see what the play is here...
Last tower
Added empire.
Second reply intended for extra space for changelog.
reserved for changelog
[eLIB] means that the mod is meant for for modders. More info here . Note: This mod is still being updated, to find the latest version download ExpandedFactions. Lists of buildings are found inside the LIBracemod folder. Who does this affect? If you're building a new racemod, and you are using a unique RaceC
@UltimateElemental You are free to use it (and modify it) in whatever way you want, AFTER it is completed. In fact, I encourage you to. As for hosting off-site, I see no reason to do that at this point. Since the mod will need to be updated, I prefer to use only one way of presentation to the end-user. @Kalin I think it's unique, and that's important in its own way. It also looks good. Perhaps it doesn't scream Stable, and perhaps that's not a bad thing.
I'm all for techtree diversity, but there's no need to put all that in a library. Let the individual modder do it. This is for the stuff we HAVE to break for EVERYONE to create something better. A custom techtree is just standard modding. I will make an empire version now, and a new thread.
Both for missionary.
Library http://thedyinggrounds.com/Elemental/racelib/LIBracemod_defaultKingdombuildings.xml Custom Faction with Unique RaceClassification that has access to all default kingdom non-tech buildings: http://thedyinggrounds.com/Elemental/racelib/CPELF_RaceConfig.xml If noone
I prefer using bonusability instead of knownstartingtech, however, on the other hand it's up to the modder, not me. Again let me reiterate that you are doing something very strange, which is locking ALL buildings to a race, when only the buildings without a technology need to be locked! Buildings with technology are already locked! You are creating unnecessary work. I don't think it's good practice (in fact I think it's BLOODY STUPID), and I ask that you please reconsider. Thi
Weep for the fallen trees! Good job on both accounts.
Ooh! Slight breakthrough! If we use abilitybonus instead of knownstartingtech, we can apply technologies OUTSIDE the tech tree to faction. So we definitely DO NOT have to edit ANY tech trees. On the downside, the ability will show up when selecting a race. Still, this is a gamechanger. Edit: So, solution E slightly modified. We add all the race prerequisites to the standard buildings. Then we build a library of techs and buildings for modders only to us
For the deity difficulty, I recommend lowering the economic multiplier. It applies to ALL resource gathering, including tech, arcane and food. The Ai will outdistance you like you wouldn't believe. To make things slightly worse, the higher the AI is in a resource, the less he's interested in trading for it. If he has abundant amounts of all resources, there's literally no way whatsoever for the player to use diplomacy with the AI.
[quote who="Xiwi" reply="4" id="2783769"]Actually I think I don't fully understand Solution E... wouldn't it have the same problem as C? needing all core factions to be edited (no one can mod them anymore, then) and breaking the campaign? The more I work in this, the more I find problems or ignorance on the proposed solution implementation... So changed my mind again, I will stick with option B or actually redesign the building to be really new and diffe
Well, if we're going for option E we might as well NOT restrict resource tiles. Edit: Managed to hook Cari_Elf to the thread! 03:04 HEvenfall, I'll talk to the team about your post 03:04 see if anyone can come up with a brilliant idea
Well the pre-req is actually defined in the mod, but it didn't work anyway.
No dark elves at this time. Wood elves only.