[quote who="Heavenfall" reply="30" id="3188719"]Who knows. The quest system is already incredibly strong. They may just focus on providing understandable access to that.[/quote] I hope so. A easily available editor would make people interested in designing quests and from there it is a simple step to go to editing those quests a bit using xml. Then the sky is the limit!
DsRaider
What no one else would like to see a expanded tech tree where you can go from Dark Ages to Steam Punk? I think that would be awesome! The current tech that goes from crude medieval stuff to shiny medieval stuff is boring.
In CorePlayerAbilities it says Looting increases the chance of getting a magical item. However no ability actually uses looting. I was wondering if this tag still actually works and how exactly it works. Also it seems like something that would be very hard to test for.
I would also like to maybe see an expanded tech tree that starts to introduce steam punk technology. I think that would be very cool.
Mana From Kills MFK Amount of mana this unit melee recovers when killing an enemy unit.
Does anyone know if the Looting PlayerAbility works and what exactly it does?
[quote who="MisterAedan" reply="16" id="3185653"]Some feedback! I started a game with a custom Urxen faction using Kennel Masters, Dogs of War and Xenophobia (along with some regular abilities: Assassin's Tools, Archers and No Armor).Trying to design a more distinct, bestial Umber that relies on warg riders, monsters and mercenaries rather than heroes. DoW seems to work fine, so far, but haven't really put the mercenary trait to the test. Kennel Masters is great,
[quote who="Heavenfall" reply="3" id="3184875"]If you want some ideas, check out the faction bonuses/flaws I have in stormworld_expandedfactions. You are more than welcome to turn them into stuff people can actually use for their own custom factions.[/quote] I have been sneaking peaks at your code for awhile now.... Your traits are good but they tend to be small traits and don't really fit into the point system well. All three you listed would probably be free. I'm cu
[quote who="RickJP" reply="5" id="3184870"]Happy Canada Day [/quote] Indeed
I released the mod .
Updated to .91 [quote who="seanw3" reply="1" id="3184605"] Looks interesting. Are you using Background stats or at least making this compatible with them?[/quote] I honestly hadn't given it any thought, but now that you mention it I will probably add support if this mod ever gets out of beta.
Version 2a This mod is for everyone who wants more unique factions for large maps or is just tired of the same old factions. The ultimate goal of this mod is to allow players to try new play styles and keep the world of Elemental interesting. This latest version includes the reintroduction of Capitar and Umbers as playable factions. It also includes a completely new race known
Yeah I did, but I was doing it wrong and fixed it. Normal units and champions use slightly different xml when using UnitJoinArmy. Even as I wrote that last sentence I realized i must have been wrong and looked it up. Although making my unit a champion isn't working out and I can't seem to apply Deathward to it off spawn or make it respawn any other way. Any idea on how to make a non-champion unit respawn?
There seems to be limits on units created after the game starts. Even using UnitJoinArmy instead of summoning you don't get equipment and they can't respawn on death. So I guess you can't have champions as quest rewards either.
I was replying to the OP.
lol another question. I'm trying to create a summoned monster that will respawn upon death like a champion. I have tried experimenting with Deathward and making the unit a champion but nothing seems to work. Also how do henchmen work. I don't see a tag for not respawning upon death and not getting normal traits.
I'm working on a mod something like this. I will release it soon.
I pretty much agree totally with Heavenfall. Only the most important thing on my list would Ocean travel. I just really want to sail around the world of Elemental discovering new lands, playing pirate, fighting sea monsters(a slightly modified Abeix would make a great sea serpent battle), harvesting sea resources, going on nautical quests, and etc. Crafting and City States may not fit Elemental very well. Maybe if city states were more like refugee camps.
Hmmm I have a new problem. I am trying to add a new buildible monster but no matter what I do it won't show up in game. I am basing it off the Bound Widows, and even if I just slightly change the display and internal name of the widow I don't see it show up... Edit: Nvm, I figured it out. You have to remove the StartingUnit tag.
There is a picture with better cloth map art in the OP.
I was just brainstorming and experimenting with ideas for interesting faction traits. Trying to create some factions to fill out larger maps. Basically I was trying to find a way to create a trait that would reward a warlike player with resources. I have also really been trying to come up with a way to implement an Archeology trait that somehow allows players to get research by rediscovering lost technologies. Right now it makes Monuments/ScenicViews produce research however that'
Wow thanks for the quick reply Heavenfall. Darn I was hoping there was at least a work around. Oh well back to the drawing board.
As seen below we have a ManaFromKills UnitStat. Is it possible to add a new UnitStat that gives another resource from kills instead of Mana? I don't understand how modding UnitStats works since they don't appear to contain active code of any type. If it is not possible can you get a resources from kills or victories another way? Mana
Yes! I was hoping for a late Friday update. [e digicons]:rofl:[/e]
Cool. Obviously I am a fan of a in game quest editor. Wow that new cloth map looks awesome...