tjashen

tjashen

Joined Member # 3503845
109 Posts 892 Replies 28,404 Reputation

[quote who="Ratatosk7" reply="1" id="2846170"]Working as intended, you are not the only one spawning stuff [/quote] The only problem with this statement is that in one of my recent games, I only had one opponent, and I immediately researched up to Level 2 Notable Locations (19 turns worth of research/fast game setting). With the +1 Tech Sov attribute to boot, which the AI didn't have. No Lost Library by the AI's city either... so I seriously doubt the AI was able to resear

3 Replies 1,175 Views

Yeah, I'm consistently seeing 'anomolies' in the displayed statistics as well, i.e. what I see happening ingame consistently doesn't seem to reflect what the odds calculator is showing.

3 Replies 1,214 Views

OK, so I've noticed this a few times now. Researching up the Kingdom/Amarian Adventure tree, when I research the first level, I see a bunch of 'huts' show up that provide quests, as well as a few notable locations (level 0 & 1 I think). I haven't noticed any Level 2 locations showing up at this point, although there may be a few. When I research the NEXT tech level, and achieve Level 2 locations, a whole bunch of level 3 locations show up, but very few (usually none?

3 Replies 1,175 Views

Quick update: I've been perusing the tech trees, to understand the variables involved. A Couple of things. 1) Codependent tech requirements do not exist in either Elemental or GalCivII (Twilight). Each tech has either a single prerequisite, or a 'none' prerequisite. I haven't tried inputting multiple tags, but as this hasn't been done at all, I'm guessing it can't be done/bad things will happen... 2) In GalCivII, the different techs eac

10 Replies 3,707 Views

On the heels of my Combat Balance mod (the one that allows you to set the base Attack, Defense, and Constitution values globally for most units), I'm ready to tackle the next phase of this project. Specifically, a new system for weapons and armor that is balanced against itself, and versus other elements in the game (specifically, adjustments to Monsters). One thing I've always liked is having tradeoffs to consider when choosing which weapon to use in combat as the game progre

10 Replies 3,707 Views

OK, I've been able to 'Unify' the Con values of Pioneers and Peasants in relation to the other core units. Details in the mod forum if you are interested. Essentially all of the core units in the game will use the same basic Con value called out in the CoreUnitStats.xml file. Sovs and NPCs will still retain their current Con values, btw. So, if you want the various units to have a 5 Con as the default, this will allow you to change one value to do that. Or if

11 Replies 8,245 Views

OK, I've just finished that global armor/defense adjustment mod thingie I've been talking about for a while. This will allow you to adjust the base armor and defense stats of most units (excluding monsters and a few other exceptions), by whatever you want, so you can try mitigating the differences between attack and defense by a 'fudge factor' (your choice, I'm trying +5 att and +3.3333 def at the moment). Details here: h

21 Replies 19,689 Views

OK, I've been able to clean up some .xml files for the various races, npc's, and such. Now I can directly modify the base Attack and Defense value of most of the units in Elemental (excluding monsters and a few others), using CoreUnitStats.xml. I can also modify the base Constitution stat of the core units, including Pioneers and Peasants, utilizing a mod I just made... Details in this thread: https://forums.element

19 Replies 10,080 Views

Core NPC's are now added (14 files total), and at least Janusk is showing the changes I've made to the default attack and defense values (yay). CoreNPC's.xml is a big file though, so let me know if anyone isn't working as advertised. Core NPCs still retain their original Constitution values btw. If there is need, I could always incorporate hit points into the changes made possible by this mod at some point, as well as combat speed... but not today, I've done enough .xml ed

3 Replies 4,666 Views

Hi! This mod allows players to adjust the Attack, Defense, and Constitution stats directly from the CoreUnitStats.xml file, applying said changes to all Kingdom and Empire units universally, including Sovereigns. Note that weapons and armor will add to these base values. In addition, Any changes to Attack and Defense will also affect Sovereign Attack and Defense stats. Incidentally, Pioneers and Peasants will now have the same Constitution stat as everyon

3 Replies 4,666 Views

Yay! I've solved my 'baseline' issue!!! Per an experiment I did in another thread: https://forums.elementalgame.com/400921 I figured out why 'baselining' the Attack at 5 and Def at 3.3333 was kicking my tail. While it still involves changing a LOT of files (CoreUnits.xml, CoreAmarianBaseUnits.xml, etc) and removing some 'redundant' code, I've FINALLY been able to modify Attack and Defense across the board for th

19 Replies 10,080 Views

Ahh, there's the problem! CoreUnits is modifying Defense, but not Attack. Tweaking now... Edit: Yep, deleting the tag and the tag from CoreUnits.xml (and saving to the mods folder) allows the default value to take precedence. So if you want Pioneers, Peasants, and other base units to ALL share the same values, it would appear that NOT (re)defining these values in CoreUnits.xml is doable, if you wanted to remove some redundant code...</

11 Replies 8,245 Views

Has anyone tried deleting the specific value tags (say UnitStat_Constitution) in the Empire/Kingdom specific files, so that the 'CoreUnits.xml' default value is used instead? Trying this now... Edit: OK, here's what happened. I deleted all Stat specific tags from CoreAmarianBaseUnits.xml. (Str, Con, etc.). Then I bumped up some values in CoreUnitStats.xml. Except for the predesigned Peasant and Pioneer, any new units I designed reflected the stat changes in C

11 Replies 8,245 Views

Warstaffs are fine, as long as they only become available at the same time as similar swords, hammers, etc... At one point, they were removed from Sovereign creation. Not sure now, as I've seen them under 1.09v. That might be Kenata's weapons mod talking, though... That being said, a lesser warstaff for earier in the tech tree might be nice.

15 Replies 5,487 Views
Reply to Metal?? in War of Magic

Bards provide a bonus to Metal, which in turn increases your population spawn rate since groupies, rabid fans, etc. flock to your empire to hear their Minstrations. Oh, wait, that's another game...

17 Replies 10,451 Views

Note that I've seen two specific 'calls' for damage type in the weapons files: Blunt and Cutting And of course the weapons types (One Handed, Two Handed, Spear, Blunt and Blunt Two). Axes are usually referred to as Blunt, although I think they'd merit a separate category. I have no idea what Cutting effectively means in game terms, but Stardock has been thinking about damage types at least. In GalCivII, there is a 'Trifecta' of damage types: Beam, Kinetic

19 Replies 10,080 Views

Just a quick update. I tried applying my 'balance factor' versus core unit stats.xml. As suspected, the other, race and unit specific files are overriding the values. I'm seeing a few units with the adjusted values, but a lot of others with only one or neither of them. I tried experimenting with calling out the race specific values in a separate file via the mod folder, but that didn't go well either. Unit portraits/models disappeared, and there were other gl

19 Replies 10,080 Views

Some items are defined by city size. Looking at the Kingdom City Hubs.xml file: Level 1 cities have gnarled club, staff, salted pork & traveling boots. Level 2+ cities pick up Oak Spear and Healing Nectar.

15 Replies 5,487 Views

Yeah, there are a few anomolies in the stats. You can really see the dysfunctionality that Frogboy mentioned r.e. the design process in these stats. Also, there are some 'odd' armors that are 'orphaned' currently. For example, Presssed Iron armor and Rawhide armor. These could be used by specific races to add flavor. Iron - Ironeers, Rawhide - Tarth for example. Doing a quick check of the tech tree, when the armors become available seems proper (i.e. le

19 Replies 10,080 Views

A patch scheduled for release on a SUNDAY?!? That doesn't happen everyday! I'm guessing the Stardock guys are putting in the OT so they can take a long Christmas break? There's dedication for ya!

45 Replies 14,166 Views

So, there are a few of us that really like the Organized ability. Sure, it's slightly overpowered, and isn't 'officially' part of the game anymore, but it is still functional for modders, etc. to access if they so choose. The problem, of course, is that this is an ability that pretty much EVERYONE ends up taking if it is available, as it is rather powerful. What if, instead of being a Sovereign ability, it was a mid/high level Mobility spell? I'm thinking with a hi

3 Replies 1,516 Views

"Well, you see, in the world of Elemental, kids really do grow like weeds. While they take around 18 years or so in our world, it only takes around 2 years, or 100 weeks in Elemental..." Let the clone wars begin! I like the time scale as it is now, although having children show up a little earlier (64 turns/seasons) wouldn't hurt my feelings. Old enough to breed, old enough to defend the kingdom I say! Note the fact that children in Elemental don't come of

12 Replies 11,971 Views