http://www.mediafire.com/?hn4sl29rnnac25n
Heavenfall
You could try to combine a new cityhub list with RequiresCityImprovement. If your race builds a new type of cityhub, and the new buildings require that cityhub, you can limit your new buildings to that race.
No, it's not possible at this time.
Uploaded 2.2. Updated pariden to [quote] HF107_race_Pariden.xml - Pariden faction now gets Road Warriors bonus, as well as a new ability called Advanced Farming (+10% rations) [/quote] This release also contains a proper fix for the Deathworship talent. See below. Rest: [quote] HF107_item_legendaryplatecuirass.xml - This file fixes problems with both factions' versions of the legendary plate cuirass. The item was lock
On the topic of interesting possibilities, I noticed in the raceconfigs these tags Outpost Outpost which would possibly mean we can have one cityhubtype for our capital and another for our outliers. If possible, this would tie into tile design as well. Edit: The tag appears not to be functional. Too bad.
It appears not to apply to items. Don't know if its new in 1.07 or if it never did. Edit: Abilitybonuses also have the doubling effect. Edit2: Doublechecked, still applies to improvements.
I hope you can keep up! I did two releases yesterday and I didn't even put in half the stuff in it.
Yes, we can. That was the first solution I posted. A new modeltype.
What exactly are you trying to mod Aerion? First, you can mod how much benefit you get from 1 "levelup point" when you put it in a stat. I THINK you can also mod how many of those points you get, but I'm not sure. Secondly, you can mod how much a character automatically improves as he levels up. It should be noted that this is set to 0 for all sovereigns.
Well, I did report those issues in the first place. So yes. [e digicons]:grin:[/e]
Unfortunately, in this case it appears that even if you use the same internalname, it does not overwrite the existing skin linked to the modeltype. Instead it just adds another skin link.
The values are set in the core files already. And Raven X knows he shouldn't modify those, because in a month or two nobody will use modded data.zips Anyway, I found a reasonable workaround. If you're using an existing modeltype, you can just set your new skin to have a huge likelihood. Urxen Urx
Yes, they're set in CoreSkins. CoreSkins is a list of skins that apply to the modeltypes under each internal. I believe the game takes CoreSkins and "reverses" the logic, so that instead of skin->modeltype the game has ModeltypeKey[nameofmodeltype] { [appliedskin1] [appliedskin2] [appliedskin3] } Then it chooses a skin from those. The problem with modifying an already existing skin is that there already exists a skin under the modeltype
The reason to include negative values would be to counter previously positive values in the core files that you can't touch. I'd say there's about a 10% chance that would work in this case. But it's the only idea I've got.
On the other hand? What part of my post made you think it was bad giving due credit? [e digicons]:')[/e]
I would wait as well. If you look at https://www.elementalgame.com/journals almost half thinks the game is a disappointment. My largest surprise was the lack of anything that resembles a feasible campaign. We didn't have access to it in the beta, because they wanted to unveil it at release. Well, it was silly how short it was. Two hours, maybe. Possibly it was my fault for actually expecting a fun, playable campaign. Not half a cust
IHMO it's better to give credit in intro texts to the mod and such. A very small minority will actually go looking for stuff like that in the mods. And if someone takes a mod and changes it, then that person is responsible for it working. Not the original modder.
But what about the children?! Oh, the humanity...
Improvements also have multiple prerequisites where the type is different, for example requiring both a tech and a certain allegiance. Tech CnC_Amarian &nbs
I think this was originally intended, but didn't make it into release.
I can't tell for sure, but I think neither of the Pariden bonus abilities work - Influential and Civilized. Influential doesn't seem to increase influence radius, and Civilized doesn't seem to reduce upkeep for buildings.
Nope... it didn't do that! I don't know, 'tis ard to tell if it does anything.
Check out CoreUnits.xml (edit: CoreSummonedUnits.xml) What you'll want to do is make a completely new file, add the whole unittype for the familiar (and the intro of the file on top), put it in your /Mods/ folder. Then you'll need to check the stats it has, and add UnitStat_Essence. However, I'm not 100% sure that a normal unit can become a channeler any more.
I believe it raised the max-cap for influence borders for each level in cities.
Influential works, as far as I know. And civilized was changed to reduce cost of upkeep for kingdom buildings. It might be a little low, however.