hmmmm. While all these areas need improvement I'm not sure totally redoing them is the answer. Some like housing could probably shine with just some polish. I guess I will have to wait and see.
DsRaider
1. Intended, it affects some spells like spell blast. 3. Ya now they effect gold. I'm not sure about the limit. 2.Intentional, it is a quick fix that will be changed to a more permanent solution down the road. People complained because that you could kill entire armies before they even got a turn.
As post title says I can now build on resources outside my influence. Even though it's greyed out I can still click it and it will build. I was running one of the unofficial AI patches the first time, but then switched back and could still do this.
But I didn't get you anything.... Oh well now you have my thanks. Thank you Frogboy. Merry Christmas.
Yes, get 1.1 right away. It's massively better. Still far from perfect but much much much better. And the great part is that without a doubt Stardock will continue to work on this game and it will continue to get even better. They have said that the open beta for 1.2 will start soon after Christmas. If you are one of those rare people who still have technical problems then just post your debug and it will be fixed in the next patch.
It's possible to mod this in. You could easily create new ranged weapons and new techs to unlock them. The actual coding would be really easy. The models and animations for the guns would be by far the hardest part, and outside my skill set. I'm not sure but you could probably add a sulfer resource as well.
Its basically just identifies the code. If you have two sections of code with the same internal name then it will not work right because one will partially override the other. This is your problem your code isn't making a new improvement it's overwriting parts of the old kennel. I think it will work if you change the internal name. I would suggest "K_Kennel" for Kingdom Kennel instead of E for Empire.
Very very cool. Just going to throw this out there though why not make a death staff for empire factions?
The never ending turns happen if auto end turn is enabled and you have no units with unspent movement points outside of cities. Just stick a peasant somewhere outside a city and it won't happen.
What the .xml file is called doesn't matter at all. It's the code inside that matters. You also didn't need to add it to an existing file if you didn't want to, you could put it in a new one named whatever. You don't have to put it into subfolders it works if you just drop the mod itself into the \mods folder. C:\Users\default.default-PC\Documents\My Games\Elemental\Mods. Put the tiles in the tile subfolder etc. As for it not working, make sure the internal name is diffe
Here is v0.2 for all eight people who downloaded v.01! Well I don't blame you it's still in alpha. No comments/ideas anyone? On another note if anyone has any good screenshots of the buildings I would like to see them and maybe use them as medallions because my current ones suck. Also if anyone feels like drawing up some icons I would appreciate it, art is not my forte.
Don't forget level up bonuses. 20+30+40+50= 140% bonus. That's a lot of tech. I once had a city with around +240 tech production!
So let me get this straight. It used to be that parties actually just did their straight up dmg, but now they do their (individual dmg - enemies defense) * group size? This sounds like a big improvement. When was it changed? Although I have to agree that it should probably be displayed as say 7*3 instead of 21.
I sorta agree. I don't think that they should be casting spells everywhere, because that's what channelers are for. However allowing units to cast 1 or 2 spells would make the combat more interesting. So you could say build paladins that can heal or units that use items to shoot fire darts. This is actually probably pretty easy to mod. There are however many other things that should probably be added first. Like more armor and weapons, intelligence items like robes for troops, a paper-rock-sc
They should have spawned in your capital. It sometimes takes a long time for them to appear but I'm not sure exactly how long.
[quote]Pretty much what people say on here.[/quote] I suspect from reading the article that he is one of the people here....
I agree
So my economy mod has been too much work and way to buggy so I decided to do this instead for now. This mod basically adds a bunch of mid to late game buildings that consume mana. These buildings basically act as uber enchantments. It is also intended to act as a sort of alternate possible economy. Allowing people to run their economies and civilizations on magic instead of science. I have a long way to go though, but probably a lot of free time over Christmas. There's not a lot of content ye
Thanks a lot impinc.
I tried: City AdjustDefendingUnit 25 + UnitStat_Sight <PerTu
There used to be a improvement called a Watch Tower. It gave vision. Was wondering if anyone knew the code to give buildings vision because I can't find it and giving it unit sight doesn't work. Thanks.
I have looked around the forum and can't find where this is addressed. I have been trying to make a economy mod. Mainly adding gold prices to city improvements, and other stuff in order to get rid of that late game run away train feeling and make buildings more expensive. I have tried to do this by copying the KingdomUnlimitedImprovements.xml file, adding gold costs etc, then putting it in the mod file. However while it seems to recognize the file it doesn't seem to be replacing the o
This explains it. https://forums.elementalgame.com/393211