Currently, if you choose not to fight the monster/spider/bandits/etc. the quest location disappears from the map, and you then have no way to complete it. This is a known issue, and hopefully it will be fixed in an upcoming patch. My recommendation is to always save before moving on to a goodie hut, so that if you end up choosing 'no', you can just revert to your savegame and the quest is still there for later. A pain, I know, but that's the option for now...
tjashen
I was thinking about this yesterday during some testing I'm doing... BTW, thank you Stardock for starting people out with 5 Materials in 1.1. This is very helpful! For players that wish things to get rolling a little faster, an 'accelerated start' might be nice. The way I'm thinking of implementing it is to edit the Beacon Of Hope (or Empire Equivalent) so that it provides 1 Tech and 1 Arcane point per season, and perhaps summons a Peasant as well. Since yo
I'm about to take the Empire files for a test drive. While I'm Starting/Quitting/Restarting/Quitting/Restarting... if you could give me some feedback on something: Currently, the Empire Tree has 3 starting techs in each of Cooperation/Domination, while the Kingdom Tree only had 2 of each. I don't like the idea of 6 choices in the initial Consolidated tree aesthetically, so I'm thinking of 'mirroring' the Empire progression for the extra two techs (i.e. add a prerequisite f
Brad is apparently one of those studly beekeepers who has no need for a bee suit... [e digicons]:sun:[/e]
I'm poking around in the Empire files now. I've been adding 'Game Effect: Raises 'x' Level. More monsters appear.' to the descriptions for my own mod. Just thought I'd point out that 'The Old Order' raises Notable Locations (Goodiehut) Level, so a Level of 6 in Notable Locations is possible with Empire...
Breaking your Elemental game is fun! I've seen the 'Grayed out' functions several times trying to get my Tech mod to work. Just remove the offending file from the Mod folder and the game reverts to it's original state, so don't be skared! I'd think that as long as you call out the modified spell list in the corespellbooks.xml file (instead of the original ones), you should be OK. Only one way to find out, though... I've also found that if the game doesn't lik
Here's the current ingame Empire Tech tree... Trog Technology Tree Imperium <spa
Interesting...
Quick update. After some file jujitsu (was having an issue somewhere that took most of the afternoon to track down), this now works for the Core Kingdom races (will double check later tonight). I still want to see if I can pare down the number of files I currently have in the Mod folder, though (not that they are that big, but the less files to fix after patches the better). Also, when testing with Porcipinee, I noticed the Alchemy Spell (25 gildar for 25 mana). Th
Looks awesome! I'm still laying some groundwork with my own mods, but this is definitely on my 'Mods I wish to play' list! Can't wait to see the final result!
For now, Impartation does two things. Arcane Studies - Sends your Tech guys over to the Magic guys to help them with Spell research. For now, that translates to 25 Arcane points, but that can change. Personally, I like the idea of a first level spell worth's of points out of the gate, so that's where I've started. I can always break this down into 'multiple levels', i.e. the first one grants 25 points, the second one grants 30, etc. etc. later, but I like the idea of
This mod merges the Kingdom Adventure and Diplomacy tech trees into a new tree, Lore, and replaces the fifth tech tree with a new one, Impartation. This also introduces two new techs, Arcane Studies and Economic Studies. These two techs may be researched continuously, and provide a bonus to Arcane Research or Gildar when research is completed. For Empire races, the Domination and Cooperation tech trees have been merged into Exploitation, and the new fifth
[quote who="Dsraider" reply="17" id="2849325"] Quoting Aranneas, reply 15Applying any sort of specific penalties or bonuses to all societies of a particular gender bias is not something that the game has the latitude to do. It makes a social and historic statement that by its very nature is unfounded. I could almost see a simple 'integrated workforce' thing but what about caste-based societies, which just happen to have castes also divided along gender lines? I'm talking about a situatio
There's something to be said about the 'old' Civ style resource distribution. They all pretty much fell within the same pattern, and the same distance form each other, the only major difference being what they were. In Elemental, resource distribution is truly random, with a fudge factor or two for starting locations. I've been testing some mods, which means I start a few games pretty much back to back, which means start, go a couple of turns, then start again. There
In my testing of various concepts in the .xml file, I've discovered that Stardock is a little tag happy. A good example of this is Base Hit Points. 95% of the units in the game list this as 0 (so HP are calculated soley based on con/level), and the CoreUnitStats.xml file defines this value at 0 already. I've successfully removed said tags from everywhere else I've found it (where said value was 0 already), and the CoreUnitStats.xml value is used. Changing said value
Hey y'all! Us modders who spend time in the .xml files come across a few things from time to time that are 'easy fixes' that the developers have mentioned fixing but for whatever reason aren't. Heavenfall has pointed out that he won't be releasing his bugfix mod anymore, because there are now SOOOO many mods out there that would break compatability with it - most games should have this problem :) So, what if we develop a list of 'commonly agreed to fixes' that we take
There is a little 'swirly arrow' icon below and to the right of the unit pic. If you click this, it will change the 'base' unit you are applying armor, etc. to. Click it a few times and you should see some female unit options appear. It'd be nice if this was a dropdown instead of random, or if you could choose the 'look' of your base unit, but as it stands the game randomly assigns clothing, hair, etc. options to the model.
The search function on this forum only works for me if I am at the 'top level' of the forum. Trying to use search from the the various forum category pages does not work. Firefox latest version btw.
I posted this in another thread, but here are the four paths to victory I think should exist: Civilization (I have the best cities) Warfare (I now own all your cities) Magic (The Spell of Making is mine, bow to the power...) Diplomatic (Most everyone
Yeah, as it stands I 'edit in' Egalitarianism for free. It just doesn't sit right with me. If there was a game effect (say women warriors have -1 Str but +2 Cha), then maybe. The idea of the 'integrated workforce' is also a good one, with say a 5% bonus to Tech, Arcane, and Production (bigger knowledge pool/workforce). What would be cool is if we had to choose from various Society choices in race creation. We sort of have this now, but taking t
I've had it happen a few times. Note that Units by themselves aren't allowed to retreat. Only when they are stacked with Heroes and Sovereigns. Also, one time my Sov left before some other units, and they ended up getting cornered/waxed off because they weren't allowed to leave the map at that point. That was a few patches ago, dunno if that still applies.
This is what happens when you get sidetracked... Back on topic, r.e. this mod I've tried applying modifiers (instead of defined stats) to a few individual creature/hero descriptions. The game ignored them, so for some creatur
Muhahahahahahahahahahahahah...HAH! And... Now the hard part commences (that Tech Tree reorganization I've been pondering for my other mod)...
I'll keep this in mind as I'm moving techs around for my mods (i.e. This tech bestows NOTABLE LOCATIONS Level 2). Adding seven words to the description is easy. Of course, this'll only apply if you are using MY tech related mods mods, but perhaps you can get some of the other modders to add this notation as well. As for Stardock's end, hopefully the right person takes note!
That should help. I'll let you know how it goes! Thanks! [e digicons]:grin:[/e] Next stupid question. For clarity, here's a lost tome that provides a bonus to spell research. Ho