Sorry, been crash testing my mods, so I missed this before. Looks like you've been busy there! Nice!!!
tjashen
Sounds similar to what I was thinking. Yeah, casting a spell one time to 'unlock' a spell list might just work...
I have a modified CoreTechs.xml file that looks similar to this: [code="xml"] DisplayName,Description,Image,Color,HotColor,Icon DisplayName,Description  
This is something that occured to me recently. Why don't we have Battle Mages? These are essentially units created in a manner similar to other units, that have spell abilities? Their powers would be limited (i.e. one or two spells only), as they aren't full Channelers. Perhaps they have items their powers derive from? Example: Staff of Fire. This is War Of Magic, after all!
I've been thinking about removing spell lists from the tech tree. My reasoning for this is probably a little simplistic - Eggheads shouldn't be telling Mages how to do their business! I've been doing a little digging into Spell Lists, and essentially they are heavily anchored into techs. Even when you choose Mobility, etc. at game start, you are essentially choosing a 'Tech', not a 'Spell Ability'. One idea I have is actually easy to implement. You learn an E
Heavenfall, when you first replied to one of my posts a while back, initially it seemed a little negative (although I didn't 'bristle' to it publicly). I've since come to realize you aren't trying to be negative, but that some frustration of various things Elemental sometimes creeps into your wording. No worries man! I know you are a good egg! [e digicons]:thumbsup:[/e]
Roadmap for the next release. 1) The descriptions under Empire for CoreFlavorText.xml are lacking. Kingdom has five levels of response, Empire only has two. I'd like to add additional description levels to Empire just for flavor. 2) The Empire Tech tree seems a little dysfunctional, so I'd like to streamline it in some way. 3) Looking into restructuring Item availability. Specifically, making items available upon completion of a structure, rather than
Still no luck. Using City for ModType didn't help. I'm actually thinking of a workaround, where the structure casts a spell when it is completed. Not sure if that can be done though.
Just a quick note. I've tried several iterations, but have NOT been able to get calculate to work outside of the spell environment. Not saying it can't be done, just that I've tried, and Heavenfall apparently has too... I'd absolutely love to make that Mage's cloak that gives the wearer an Int/3 bonus to his defense... instead of a set value.
For now, I'd suggest using buildings, as that's been proven to work. Some structures are tied to city level, so if you tie your tech to a structure that becomes available at a certain city level, that'll sorta kinda accomplish what you are trying to do. You could create new buildings that only take 1 turn to complete, but those would take up space you might need later. Perhaps if you had an upgrade to the Beacon of Hope at L2, etc. to unlock your other techs? As fo
I assume you also modded the Tech_Tleilax.xml as well? i.e.: and Tech Civics_Tleilax 0  
This mod has been released. Zip file here: ConsolidatedTechTrees1.0 Feedback is very much appreciated!!! [e digicons]:grin:[/e]
What I ended up doing was renaming those _Amarian spells to something else (_custom). I'd suggest you do this in the spell list as well as the tech tree, then point your race to the new list under your race file, which should be sitting in the Races folder of MyDocuments/MyGames/Elemental. I find that sometimes the game won't 'overwrite' the existing tree if the spells have the same name. So it's best to refer to different names, that way you KNOW it's seeing your list.</p
[quote who="impinc" reply="1" id="2851465"]Try using City for Modtype. [/quote] Will do. Will be later today though. I'll let you know how it goes. Unless someone else posts another solution before then...
[quote who="Murteas" reply="1" id="2851507"]https://forums.elementalgame.com/402601 I happen to agree with you. Feel free to post your ideas to the thread linked above. I am making a mod that gives starting spells to Sovereigns. [/quote] Sweet Murteas! One way to do this would be to have the Beacon Of Hope (or Empire Equivalent) grant 25 Arcane Research points upon completion (thus earning you a spell), i.e. enough
OK, I'm trying to get a building to summon a unit upon building completion (guardian for the city). I've tried the following iterations with no success... Unit UnitJoinArmy
OK, just tried it exactly how you wrote it. Once the Beacon of Hope was finished, the tech appeared in my Completed Techs window, the research techs available down the line appeared on the Warfare track, and plate armor appeared in the shop. There was no popup notification about this, however, so under the current situation, it happens invisibly. As for removing the techs from the tech tree, but still having them appear, that's an experiment for another time. Anyone?
I'm poking around with the Beacon of hope now. I'll insert your code and see what happens. Give me a few minutes...
[quote who="Das123" reply="24" id="2851231"]That looks cool, Tjashen. I'll be interested to see where you take your mod.[/quote] It's close. I'm having an issue trying to rename the last tech for Empire (have already renamed Domination as Exploitation successfully). It's a variable issue, or an accidentally deleted > thing I'm thinking. Going over the code now. Kingdom is working fine. I won't release it until Empire is also working f
I've been able to play against my custom faction, but as mentioned, I usually play said custom faction first. I like filling that 10th opponent slot...
I've seen a few Horses resources on the map, so they are there. I have even been able to exploit them (add horses to my resource cue). That being said, the random distribution of resources does have a lot of feast and famine though. These days, I've always had a food resource nearby, a Shard most of the time, but anything else is luck of the draw. I once had three arcane temples within 5 squares of my Sov at game start...
Civ 4 bored me right out of the gate. I ended up letting my brother have my copy. The new features seemed more annoying than interesting. As for Civ V, well I'm focused on Elemental at the moment. The setting is more interesting. You can only beat up on the Russians, Egyptians, etc. so many times before it loses the thrill. Plus, Elemental is easier to mod than I originally expected ,and has me wondering about doing a GalCivII mod now. This
This has always been a personal preference of mine, from back in the day when I first picked the game up, but I always loved having a Fire Giant and Fire Elemental in my group, and said creatures throwing around fire spells. Made me feel more in tune with my chosen element. These days (due to the random seeding nature of Elemental Shards), Elemental Spell Lists don't seem as 'personal', since you pick them as you need them. That being said, I'd like a minion or two from th
Cool looking mod! Someday, I'll actually get to use it (keeping my Mods folder clean for now for testing). A quick idea on the 'Empire' NPCs not being able to use the Kingdom stuff. Maybe you could create a 'third' tier of weapons and armor, that appear under Kingdom but show Empire equipment? I realize that this may require modding a few files though (so that the other files know of the existence of these items). You see, that Kingdom merchant actually has f
I've seen this a lot in captured cities. While you COULD say that the AI is building in anticipation of a food source appearing nearby later in the game, the fact is that the AI check for Granaries doesn't take into account whether or not the city actually produces food. Another something for Brad's 'to do' list...