If you're talking about building a mod to make all default kingdom buildings require race:Men I think it's a bad idea. See my previous post about using technology instead.
Heavenfall
Solution X: Pray, hassle, complain and cry to devs to quickly introduce the possibility to have multiple race-prerequisites. For example, currently Race Men
Unfortunately, it does. Having two race-requirements means noone gets it.
I made a post here: https://forums.elementalgame.com/397602 Since you understand the issue, please read through it and comment. PS. Adding requirements for ALL buildings is not smart. The racemodder can already modify what buildings are available indirectly through the techtree. Only those buildings that don't have a tech prerequisite need the "fix". PS2. You're effectively using solution A now. It's only wo
Right, this is a rather complex issue so I want to hear modder's opinions before I go down any one path. Just so we're clear: allegiance refers to the choice of Kingdom/Empire. Race refers to to the specific raceclassification (standard is Men or Fallen, but unique values are possible). Faction refers to a specific team, for example Tarth. Basic problem : I want to replace the standard buildings for a (new) race. Let's say I want to replace the b
Okay so this is the problem, this is why I want to make a library. Race Fallen
Actually the alignment prereq was a dead end, it never worked. Don't do any work yet. I have a few ideas I want to toy with first, and the lib won't be used until the elf race mod is releaced anyway. PS. Congrats on release.
Please consider changing RaceClassification to Fallen. It is the variable that responds to a check against Race Fallen and I intend to release a library in a few days tha
Alright, the bad news is it doesn't work. The good news is I figured out another way to do it, but it may break other custom races. I'll post the how-to in a bit.
SOMETHING is working. I'm not sure what.
Actually I'm not 100% it's even working. Seems like I might have jumped the gun.
The reason I never bothered doing anything with that positioning file was because I realized even though I could make new groupings, the buttons for building a specific formation were hardcoded in the interface anyway. It is strange, though, that they'd remove a file like that from modder's grasp. Or maybe I'm just completely delusional.
Here's your tile in my editor
Can you do a huge favour and put up a tile with it in? I just can't find it.
I don't understand... where did the glass windows go?
What tower is that?
I tried different doors, but they all look bad unfortunately. There's a lot of window to cover if you include the white stripes.
If elemental taught us anything, it's that you can't trust the screenshots released. [e digicons]:X[/e]
Damn... it's not reasonable to change the skin, it would require an extra 2mb file to be read to memory.
I agree that it looks the best, but I'm afraid it will look too repetitive with the glass clashing with the colour scheme. Glass is also not a viable defense mechanism on larger constructions. I will attempt to make a new tower by reskinning, like I did with the trees. The purpose would be to make the glass brown instead, as to appear like shutters.
[quote who="John_Hughes" reply="218" id="2783016"]Looks fine, but. Particle effects in a quarry? What is the stone support work in the center doing?[/quote] It's just a bit of glimmer. It's in the core resource, otherwise I'd take it out. The stone support is supporting, obviously!
Edit: Needs more testing. May not work. Edit2: Almost certainly does not work. [eINFO] means that the thread contains information aimed at modders. More info here . Here's a tiny thing I stumbled across while plumbing the depths of the Eexhmml. Each raceconfig has a tag that is called Alignment (Good/Evil) &
ConstructionResourceCost Rations 1 </
Marble Quarry. I wanted to keep it quite low on civilization, as it's supposed to be a quarry. I also went with less vegetation, as it's supposed to be a quarry. Comments?