There's no way to explain this without sounding like a douche, so I'm sorry about this [e digicons]:D[/e] . I would add them, but those bugfixes are not relevant. The problems exist only in our core files. The data.zip we have is updated with fresher core files. The granary and the war college both do what they're supposed to do. How do I know? Because I worked on exactly the same fix until I realized the buildings weren't actually bugged in game. [e digicons]:grin:[/e] [e digico
Heavenfall
I think you can apply sight to cities as they level up. It wouldn't exactly be the same as your influence, but it might be worth looking at.
Honestly, that's why I think you shouldn't use the kraxis files as a base. We don't even know if that particular prereq is possible, or working. A workaround is to make your entire race the empire (or kingdom) faction, then include a completely new tech for your race in the raceconfig. Just like how they did archers (see MasterArchersBonus1 in AbilityBonuses.xml). Then require that tech, along with other techs, for your units and buildings and items and whatnot. This way, only
I don't think you can. That's why I named them fairly similarly. They all start with HF106_ for this patch.
Isn't it easier if people just take the initiative and whisper each other on the forums? I mean, it's not like there's anything keeping people from communicating.
@Robert you're right! Nice find. Sadly the spell doesn't have two functions, but the attribute is pretty cool: StealUnitStat @Troggie87 the known values for tag are: EnemyUnit FriendlyUnit NeutralGround NeutralTerritory (only used by blink, which isn't used in game, so possibly deprecated) EnemyUnitIgnoreFriendly Beyond those, you'll have to experiment.
Uploaded 1.1 Edit: And 1.2
There are a few random values, but they are all tied to their respective tags and attributes, and you can't use them to calculate things. Beyond that, I haven't seen anything in the xml files. It is possible that we can describe random values right now, only we don't know how.
Technically, that's just a spell with a large enough radius to cover the entire battlefield. I'm not sure you can do a lifesteal spell. The modifier doesn't seem to contain information about who it's hitting. Rather, that seems to be determined by or . That would make it difficult to do a spell that does one thing on friendlies, and another on hostiles.
I believe that you can create units with a vast amount of sight, and it will discover the whole map for you.
No problem! Let me know if you find anything else bugged! Maybe I can fix that too.
In your make sure that is set to your new faction name. Also, each building needs a pre-prequisite for that allegiance, like this: Allegiance Empire
I'm deleting this post since it's become obvious that only pirates are downloading it. For legit users, update your game and find the appropriate version here: https://forums.elementalgame.com/395013
Just to be clear, what exactly have you done in CoreWorldResources.xml? The file is not actually supposed to be changed, and if you absolutely have to it requires a procedure to regenerate the data.zip file in the game.
Actually, now that I think about it, there's no way to "counter"the inherent bonus from ResourceMultiplier Materials 1.20  
I guess this means some things can't be overwritten at this time, for example ResourceMultiplier Materials 1.20 &n
I'm not sure if it deserves its own topic, but here it goes. If you're overwriting an old type ( item , building, spell , Abilitybonuses, raceconfigs), then some variables will be saved from the old version. So if you just copy say a building to a mod file, it will require twice the amount of resources to construct. I think I've now found out that only values get d
The largest problem with the AI, in my opinion, is that they will suicide their sovereign right into my base, 600 combat rating army vs my 800 combat rating army. But that's just one small problem, really. It's just the most disappointing.
I still prefer ridiculous for the hp boost. Otherwise you can just use stone giant (like posted above) and blizzard to destroy everything. When the (ridiculous) enemy spawns units with 300+ health after 100 turns, it's a very different story. Edit: AI only has shitty units if it started with a shitty spawn. Half the AI spawns have one fertile field and nothing else. Edit2: Whenever I play on extreme, I think I'm playing on normal. Maybe it's just unconscious damage from playin
I have a question. When I did a new tiledesign file, put it in the mod folder, used an old internalname (to overwrite the old tile design) nothing happened. In fact, I wasn't able to change out any existing tile, using a mod (only core file changes worked, and I don't want that). My question would be; can you provide a working example of a replaced tile? As for tile wisdom, well, first (just so you know) a player can turn off all the particle effects from the options menu in-game. Als
Yeah, that's all you can expect on a netbook.
You've still got a duplicate in the Mods folder
How did you accomplish putting passive abilities as a bonus from an item?
I can't answer if it's possible to make a completely new faction, but the upgrades can be limited to a faction (since they are declared in cityhub.xml) edit: Nope, they weren't. Sorry. =)