from the irc chat 22:56 Wait... patch tonight? 22:56 I thought we were looking at Thursday? * 22:56 1.08 is in QA today 22:56 thursday at the earliest
Heavenfall
I don't think StealUnitStat or IncreaseDecreaseUnitStat works Great reference post. Need more of these!
I believe there were around 1400-1500 votes in the poll when it closed (I could be wrong). A week or so earlier brad said they'd sold about 84k copies. Of course, as far as I know, even pirates could vote in the poll.
It's the most accurate thing we have, anyway.
Check out CoreAIDefs.xml, you might be able to tweak it abit
All I get is "wrong tag for packfile" or something like that. So no special options or anything you've selected? Edit: Got it... downloaded the non-x64 version.
Actually, 46% showed they were disappointed with the game when the poll closed. It's not a majority, but it's not far from half either.
The code itself is hardcoded straight from elemental.exe. TradeItems..PassTurn....Guard...Propose.Fortify.Info....LaySiege....BuildOnResource.Disband.Recruit.AutoExplore.AttackUnit..BuildRoad...FoundEmpire.BuildTown
What version of havok is that? Your program looks different from mine, and I can't open skeleton files in mine.
Don't know.
I'd say some parts are excellent, while others leave a lot to be desired. Excellent; tile editor, map editor, xml easy to understand and straightforward Less excellent; no depth (what they have is what we can copy and use), no access to the python, the UI (need desktopX+elemental tutorial)
Oh yeah, I forgot. When they revamp the magical system, we can make spells cost resources as well. I don't know if upkeep will work then, but we can absolutely make it cost materials or gold.
Due to the progress made in this thread https://forums.elementalgame.com/394884 I wanted to post something I tinkered with as a result. What we have here is essentially a summonable defensive structure that doesn't need a city. For this example I made it a spell, but other variations are possible (such as having an item used
Well, this won't do what you wanted in the start. I mean, I think you wanted swamps to spread inside your influence sphere. This won't do that. Edit: This could probably have some fun use in tactical battles as well. Like creating tiles with modifiers on them. I don't know if the terrain-alter modifier works in tactical combats though.
No problem creating the new terraintype with a spell. The right tooltip displays it as "[environment] [terrain displayname]", so a tile within an arctic influence sphere with the displayname 'new land' becomes "Arctic New land". Now all we need is to link that up to a pioneer type item. Then specify a tactical battle that is appropriate. Then we can build stuff on the world map outside cities for tactical combat and other effects on the unit defending.
I was able to find a work-around for 3) Essentially, if all the types were re-defined in the mod, a new terrain type could be added on top of that. This would lead to the terraintype properly being added to the mapfile 18,Land2XXXXXX The game will freeze if map is loaded without the addon. An artifact of the work-around is that all terrain types are listed twice in the map editor. <
Yay. Thanks for the update.
As far as I know. It's fairly common in the standard maps, and I cannot remember being mysteriously puzzled by anything like that. Edit: As far as placement... small, stretchy patches maybe. Possibly as a "border" between normal land another type.
There is a limit. It's like 2 or 3.
Regarding our earlier conversation about varying the original terrain a bit. I think you've not used the Rugged Land terrain type so far.I think it could be a good way to add some variety to the basic terrain. The difference in basic texture http://img228.imageshack.us/img228/1487/elemental1284384877.jpg The difference after environments have been added <a href="http://img137.
Yes. [quote] We have started with the maps and will be adding tiles, quests, campaigns, items, effects and then custom mods such as textures, third party tools, etc. so that the community can interact with one another more easily. We will also be putting up links to third party resources and websites and wikis.[/quote] https://forums.elementalgame.com/396173
I've been bashing my head against this and this is what I've come up with so far. TL:DR: It's not possible. There are two layers to a tile in a map. First is the terrain layer. It decides what the tile is, underneath it all. This can have the following values: Land, Rugged Land, Desert, Hills, Swamp, City, Submerged, Mountain, Forest, Beach, Cliff (there are also tactical tiles, but I won't talk about those for now) The terrain
I don't think that's logical. You can have some fun now, or a lot more fun later.
Well done... but please use something else than depositfiles. It's not available 50% of the time.
I'd wait. The main crashes seem to have been sorted out (I'm still crashing now and then) but the game still lacks in gameplay; most notably magic (boring) and Ai (dumb).