You've got a missing ">" on line 43 in Z_Fishery.xml (both files) Edit: Actually, it's on line 37 in one. You should delete the one we don't need.
Heavenfall
Then don't use the mod. Are you going to post in every mod that appears that you won't use it because it changes the game? That's not necessary or wanted.
I'll have a look. Maybe can build something off the techs. Edit: Nope, tried all I could think of.
I guess we need to start making a list of what we can't overwrite, because clearly this doesn't apply across the board.
I've had empire cities with over 40 research because I maxed research upgrades, got the buildings (empire has a tier4 that gives +100%) and built next to a resource. Similarly, I've had cities that give over 80 gildar per turn. These cities weren't even level 5. In ludicrous world games, it becomes impossible to defend more than a few villages anyway (world mobs will walk over any city without a channeler defending).
If you just overwrite the whole type, the population caps and prestige (and possibly other values) will become messed up. You need to do like James009D did.
I tried skipping the whole ability-step and just adding it as a modifier from the item instead, but that didn't work either. Shame.
[quote who="James009D" reply="6" id="2739882"]Alright, here is my ModCityHubsNew.XML file which increases city size to 75 and grants a little gold to larger cities. http://depositfiles.com/files/jnk9fcze0 I had to fix a duplication error before uploading it, works now. BTW, this also includes an EXPERIMENTAL "Small Hamlet" that enables conquered minor race cities to expand beyond level 1. Lemme know if this works, havent really had time to test it yet. <b
You can't just change that and load the game, there's a routine you have to follow if you want to change core files. Best to stay away from that altogether. Anyway, the right way is to make a new file, put it in Elementals/Mods and redefine the type. Like this: http://www.thedyinggrounds.com/Elemental/test2F_CityHubs.xml However, I got some very odd results when I did that with the cityhub. Like
Oh, how did I miss that... yeah, there's a tag in the cityhub files. Also note that they're designated once for each city level.
I LOVE the infernal, a real firestorm!
Tiles and the tile limit appear to be hardcoded at this time.
You can mod it, you're just not supposed to do it IN those files. @Salizar I believe you have to do it the hard way, unfortunately.
How would I go about editing an existing tile? Normally if I just wanted to edit an item for example, I'd just create a copy of it and give it the same InternalName, thus the new mod would overwrite the old item. But that doesn't seem to work for tiles.
I absolutely agree with hermes33. What's the point of a 20 damage spell if the enemy has 1600 health and 600 defense? Shards are already very rare (and rarer still that you find one you can actually use with your magic books). +100% damage per shard is reasonable. The largest problem, In my opinion, is that the AI prefers to build two hundred single units instead of 25 units with 8 guys in each. But that has to be an AI fix, don't try to balance that out by making shard
I believe it's tied to world difficulty. Start up a normal game, get 6. Start up a ludicrous game, get 0. Just guessing.
@sage2 the bonuses stack (20%+30%+40% = 90%) @ Bobby there is an option in game play to end turn when all movements are done. I think it's under gameplay. You can de-select it.
The values are modified somewhere else. Even if you multiply with a 100 the damage remains minimal.
Either find more resource tiles that give you food (there's like 3-4 different), or build improvements to boost food production, or make caravans build roads between that city and your other cities. I also believe there's a repeatable research in civilization that adds 10% each time it is researched, but I could be wrong there. Edit: Or cast the spell nature's bounty on each of your cities.
15 minutes after I posted this: https://forums.elementalgame.com/392837/page/1/#2733857 [e digicons]\o/[/e]
Doublepost.
When a city levels up, it automatically selects the city that levelled, so just check the bottom of the screen for what stats it has.
http://thedyinggrounds.com/fixforcoating105.xml Put in Users\username\Documents\My Games\Elemental\Items Don't forget to remove if it gets updated in future
Yeah, the ati update fixed it for me as well.
The nesting of the tags is clearly mis-used. is misplaced. The item is bugged. Stay away for now.