That is the longest topic name I've ever seen.
Heavenfall
You can mod them to 0 and they won't appear.
I think the resource not showing is actually a graphics artifact. It's like it's there, scheduled to be loaded, but just waiting for the next time the game loads models. That's usually the next turn. However, you can also trick it and build an improvement, and it will spawn since the game has to load the improvement. At least, that is my experience.
For the next patch I intend to reduce the overhead and repeated tags. This should slightly increase the compatability with other mods. At least in theory we should be able to have one mod change something in a building, and another building change something else. If they're both done right. Even better is if they update how mods overwrite things, of course.
I don't see how that would impact the reasons they have for using Windows only.
They have no other use than selling
Give it a shot, I say. I like the idea of pioneers being able to change (not necessarily improve) resources. I believe gnillbert figured out how to spawn resources from spells.
[quote who="HappyNihil" reply="8" id="2768956"]Sad to hear that. What I find strange is that (from what he said) it seemed as if he worked on Elemental while AFAIK we were told that the Elemental team wasn't hit and only the secondary team that worked on a different project was. Maybe I misunderstood that or he indeed was a member of the second team. Either way, it's difficult. The game is not very good in its current state = it sells badly. Logically t
I notice in the screenshot corpses stay. In the game they fade about half a second after getting killed. Just changing that would be a great thing.
I'd love to see an example of the GrasslandEnvironment 100.0 1 tags used in worldresources. I can't get them to work at all.
Frogboy hinted that it was possible, but even when you have two improvements for one resourcetype, there's only one hammer to click. So we need to mod in a second hammer.
It does indeed.
The only thing that should be more like MoM is the magic. Everything else should be better. Pirate scum.
GuidingSpirit, recruited units have a prereq called BuildingRequirement, as example'd: BuildingRequirement example it is linked from a special improvement tag called example</SpecialBuildingTyp
[quote who="Gnilbert" reply="2" id="2768314"]I'm actually doing something similar right now! Here's how I've worked around it: - Create a new tech called "Claimed_Resource_Node_Tech" or something. - Add a game modifier to the improvement building they build on the resource to unlock Claimed_Resource_Node_Tech - Use Claimed_Resource_Node_Tech as the prereq for the technology you only want them to have access to after they've built the build
Check out the stickied tutorial if you want some tips on what to do. I'd write it out, but it just feels silly that it would take me less time to just do it myself. http://thedyinggrounds.com/Elemental/removeteleports.xml put in your mods folder
Yes, easily doable. You'll want to modify CoreSpellbooks.xml in such a way that Teleport and Blink are excluded.
SummonFireGiant is a core spell. Basically, Istari suggested trying construct a spellbook without using for the spellbook nodes. That's what gnillbert did.
Well the basic exploits are these (who knows what's changed in 1.08, and what's updated for multiplayer) - house cheat - delete old houses to save food. - trade cheat - trade resources with Ai until they progressively value what they don't have much higher - raise land - can destroy resource nodes (pretty strong for a low-mana level 1 spell everyone has from start) - instant unit production - trade cities between empire and kingdom allies, build
I feel you are exaggerating. Please provide a list of these one million bugs.
- It's too slow. I have to wait for animations to finish + more, before issuing my next command - It's boring. 90% of the combat is moving a melee unit forward, and clicking the enemy to attack. Then I have to click again 6 times. This happens EVERY tactical battle. - The AI is stupid and easy to exploit. I can always get the first attack in on any enemy unit. - 1 on 1 fights between two guys from their own 12man squads looks extremely poorly done - No bodies!
You really should start testing how they look in-game. That texture won't look anything like that.
Happy birthday, Nimbyjester
Sounds interesting, but it's not what I envisioned for this race.
That. Is. One. Awesome. Journal.