Python, eh? *cracks knuckles*
Heavenfall
A spell or an item. I don't recal if it worked putting it as a starting ability, but you might want to try it.
[quote quoting="post"] I have been reading a lot of reviews of this game and Brad's amazing response/apology to the gaming community. I would like to add my two cents. I don't think it is all Stardock's fault for releasing this game as it is. I was involved in the beta process because I am a huge fan on Master of Magic. This game was supposed to "spiritually" follow MOM's footsteps. I think it would have. In the beginning the game sounded great.
"We" haven't found a way to apply passive abilities yet, beyond what you find in CoreUnitStats.xml. As you surmized, the only things we can unlock right now are active combat abilities, and ranged attacks (see Gnillberts staff mod for a how-to)
They reveal a set amount of resources. You're not missing anything if you research early. In fact, if you build your second town near a gold mine (or your first town has one!) and then research the techs, if you're lucky you can get a town with 2 or even 3 gold mines. Then put all your gildar production in that town.
10% more production means the city produces buildings faster. You can see his contribution under "building ratio" which should be down to 0.9.
Maybe we should move this topic to the modding section. I actually thought it was there already. Anyone have any connections that might be capable of such a feat?
I had to create a new tech tree when I did it. Ie new internalname, change all the references in the raceconfigs.
It almost looks like a different game. Much more fantasy-ish. And look at that city crawling up the mountain! Edit: You should TOTALLY submit some of your best maps for "review" in the in-game shift-tab menus.
I was under the impression that Unitstat_healthregen doesn't actually work. I could be wrong though. Does it appear to work for you?
I created an item. More specifically a mount. Then I just put te hbx path where the old hkb path was. I'm going to see what steps I can skip on the way to applying a skin now. Then I'll put up a how-to. Edit: Well, it's just using the normal tools of 3ds max so if you've even remotely looked at it before you know how to. Open a fresh material in the material editor, click the diffuse map button http
http://img225.imageshack.us/img225/8223/elemental1283739332.jpg Texture'd! It's a UV map applied to a material. I'll see if I can skip most of the steps tomorrow and write up a quick how-to, for now I'm off to bed. Edit: The actual UV map is on the other side, but it's working at least.
In 3ds max 2010, after you've installed the kit from link above, open your model. Your menu should have "Havok Content Tools". Open it, go to export menu. Set your screen up like this. http://img704.imageshack.us/img704/2189/totallol.png Then click Run Configuration. It should create a new file (same place as your current save location). Interestingly enough, elemental seems to have no problem r
I'm slowly making some progress, finally managed to import a file to the game. http://img820.imageshack.us/img820/4817/elemental1283735120.jpg Going to try to get textures on it tomorrow, then take a shot at animations. What I'm really interested in is exporting files, though. Has anyone else had any success in that area? Edit: Oh yeah, the flip is definitely there. Imagine if you sto
I believe James009D tried for some time and came up with nothing.
[quote who="_PawelS_" reply="7" id="2758806"] Quoting Novaburst, reply 4No elves, no stunties and no anthropomorphs, it is actually quite refreshing. It's not, because we don't get anything interesting in exchange.[/quote] Come on! One faction is like slightly orange! How can you diss that?
I'm looking forward to how you will balance this [e digicons]O:)[/e] http://www.youtube.com/watch?v=kBSOhODoch0
[e digicons]:inlove:[/e]
Well there is the trigger tool in the map editor. You could use that. [e digicons]:D[/e]
By far the easiest way would be to just add it to your custom factions by including 3 in the file found at User/My documents/My games/Elemental/Units If you want to apply it to the core races, make a copy of CoreRaceConfigs.xml and edit in the line for every race. Then put your copy in your elemental install dir under the /Mods/ folder.
Yeah, but it's WAY too strong for that. I was thinking about making it an AOE slow, but even that is too much (cast it a couple of times and the enemy loses his turn anyway).
Ah. It seems to differ from event to event. I tried a new race ability and it doubled. Then I tried a merchanthistory and it didn't double.
Unless you add world resources that you can build the stuff on, I don't think it's possible. We can also not add functions like "build city" for the pioneers those are hardcoded, for now. I am also not sure exactly how these improvements work. Even if you add sight to them, it is possible that (the way modding works for now) it just gets added to the city instead.
I love this in the new patch. It is awesome. Also spices up the strategic choices a bit.