Yeah, there's an Elementium resource node in the map creator, but that doesn't work. Scroll to the bottom and use Elementium Deposit for the stuff I posted above
Heavenfall
WinMerge compares files pretty neatly. However, the core files we got now aren't the ones in the data.zip so there's literally nothing to compare to when the next patch hits.
Thanks, I'll toss them in the next update.
Added 1.4, with the fixes for empire & kingdom essence buildings (all were bugged). Also fixed the xml issues, and updated Drain life to 4 mana 3 range.
No need to post the xml, I'll just dig it out of the files anyway after I check if they're actually bugged in-game. DRavisher thanks for all the parse errors. Everything works with them, but I'll fix it in next release.
I can't answer that.
I upped the mana cost to 3. It also requires level 3 spell-level unlike other basic single-target spells. It's the only spell empire gets that is even half-okay. Kingdom gets heal (spell-level 1) that heals a target for 1/3 int * all shards, and strategical restoration that heals every unit in an army for 20 health. Meh. Maybe I'll reduce the range on drain life to 2.
If I run yours, I can build on warg resources with a kingdom. You must have something else messing it up. Remember to include [quote] DisplayName DisplayName <
Uploaded 1.3. The new file is HF106_spell_Shardproof.xml which fixes shards in tactical combat for all core spells (burning blade+shield of fire still useless). Thanks to Gnillbert for figuring out the shard problem . [quote] This is a non-module mod, I just didn't want to put all spells in their own files. I used Gnillbert's shard fix and applied it to all spells, so all spells are now properly affected by the numbe
I noticed the same thing, however Bravery still didn't work (its attribute isn't accurate) [e digicons]:D[/e] If you want to look at a core spell that actually can change morale, look at Rallying Cry or Fear I fixed everything except Shield of Fire and Burning Blade (I just can't get them to work right without being able to overwrite core gamemodifiers) http://thedyinggrounds.com/Elemental/HF106_spell_
It's not in the core file, but it's Unit_Attack and Unit_Defense. However, another major problem with these two spells is that they can be cast on the same target several times. Edit: Sorry, that's UnitStat_Attack obviously. And UnitStat_Defense
I'm working on the rest of the spells now. The reason those spells (fire shield, burning blade) aren't working is because I think they were intentionally turned off. They WANTED the spells to add defense or attack for the rest of the tactical combat, but there's no way of achieving that (as far as I can see). If you don't add a to the gamemodifier, it will last forever (including outside tactical combat). My shield of fire adds caster intelligence * fire shard
You must have msised https://forums.elementalgame.com/394013 !
I did something wrong?! To the fix-mobile!
First, if you just replace the file in /data/ that won't do anything. There is a way to make that work, but I don't recommend it because it creates other errors. Second, I've not been able to do this myself. I THINK it's the problem I described here https://forums.elementalgame.com/394013 after James009D pointed out the issue. Specifically, [quote] overwriting dosent clear the old data, it just overwrites it, <stron
Don't get me wrong, James009D. While I agree with you that in order to fully mod the game at this time, we need to edit our core files, I think that's a step too far for a mod like this. Also, it would create extra work, just having to fix the difference between what I see in the core files and what is in the data.zip. I also wanted to keep this modular, so that people wouldn't be forced to learn modding to change what I've fixed - all they need now is to delete the file describing the issue.
This is a working worldresourcemod.xml (it WILL add elementium nodes to fresh worlds) [quote] DispName DispName,Description &n
I'm not sure the exact problem you're having. If you add a new tile to Kingdom that looks like this [quote] DisplayName DisplayName <!-- ******
I believe there was a video way back by frogboy claiming how easy it would be to add resources to the game
Better get working then! [e digicons]:D[/e]
Oh god, I thought CurHealth was an attribute for Cure Health (like IncreaseMorale)... of course it's current health.
https://forums.elementalgame.com/394086/get;2744499 Work in progress to fix shards
I got all the damage spells working (and heal!). The morale spells seem to require a bit more. I'll dig into that tomorrow. Here's the combat spells for now (mostly untested). http://thedyinggrounds.com/Elemental/HF106_spell_Shardproof.xml Combat: Mind Blast, Arcane Strike Water: Stab of ice, Blizzard Earth: Hurl Boulder Restoration: Heal Fire: Fireball, MorrigansSpite, Flamedart,
Nice job! I couldn't figure this out. Damn, I wish gamemodifiers didn't stack at the moment. Otherwise I could fix this for all the basic spells.
Could you upload your files?