tjashen

tjashen

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

OK, so I've had a request to include this mod in another modder's package, that I've been pondering for a couple of weeks now (sorry for the delay in an answer Primal)... My mods are intended for use by everyone, and I have no particular interest in 'branding'. I.E. 'this is my mod and don't you forget it' just isn't in my DNA. I'm more of a community player here. Anyways, as this mod seems to be somewhat popular with a few h

21 Replies 35,157 Views

I don't own the dead dlc, so I'll leave that to the resident experts here. @Primal - we are trying to have a building apply a one time modifier (i.e. the followers/immigrants are tasked to work in the building that is being built, hence adding to the city population), so the building needs to apply the modifier in the background, preferably without any extra work on the part of the player. If Elemental still had staffing requirements for buildings (i.e. you build an em

37 Replies 86,468 Views

OK, before you go that far, I should mention that I spent some time last night trying some things out. Playing around with the Prestige variable, when I tried to set it to a single fire (per turn 0 or per turn line deleted), the modifier was NOT applied at all, as you inferred. I tried adding a duration (1), game just ignored the duration variable. I tried a few other variable conventions (city instead of resource, etc.), no dice. This is why I get frustrated w

37 Replies 86,468 Views

OK, so looking through the core improvements.xml, I'm seeing a Prestige variable. It is usually applied per turn, but I'm curious as to what would happen if you applied a one time Prestige bonus... [code="xml"] Resource <Attribu

37 Replies 86,468 Views

A thought... It would make a lot of sense to me if City Towers were persistent, i.e. if you dislodge the defender you can take up residence in the City Tower, gaining some bonuses yourself. This could be the closest thing we might see to actual building terrain modifiers in tactical combat. You could also have a unit 'CityWall' that the defencders autocast at the start of combat, and remains in play until dispelled/destroyed. City Defenders w

48 Replies 144,938 Views

OK, looking at some spelldefs, I'm seeing the variable CityPopulation. I'm not sure if you've tried modifying this specific variable yet or not. Blight and Earthquake both target this variable directly. [code="xml"] City &n

37 Replies 86,468 Views

I felt that I should elaborate on my previous post further. Creating a new resource is fairly easy. I did this for another mod. With that mod, the problem I ran into was assigning a time requirement along with the resource requirement, but the resource was accumulating/spending properly. So you would assign an additional resource cost to each building, using the aforementioned resource. Again fairly easy to do. As an example, you'd have a 'Fol

37 Replies 86,468 Views

This mod has been added to the Regularly Updated List of Mods for E:LH. [e digicons]:thumbsup:[/e]

48 Replies 144,938 Views

No doubt that Pixar makes some great flicks. That being said, there's a reason that Hayao Miyazaki, as a director, is at the top of my list of animation directers that I recommend. His body of work is impressive. Nausicaa of the Valley Of The Wind (also known as Warriors Of The Wind) Porco Rosso (this movie still has me in stitches at times) Princess Mononoke (saw in theaters during U.S. theatrical release) Spriited Away (saw in theaters during

48 Replies 530,866 Views

[quote who="tjashen" reply="41" id="3447239"] Quoting Rudy_102, reply 33 Quoting tjashen, reply 9Warlords III - Reign Of Heroes/Darklords Rising (don't play it as much these days as it won't work on my Vista machine despite numerout attempts to get it to work, I still have an XP laptop that I use specificallty to play this game when I get the itch). Duh, mine stopped working even on XP, dunno why, maybe disk scratched. But I like it very much, sure.<

60 Replies 326,155 Views

I'm currently seeing over 80 threads linked in the E:LH Mods list. Looks like we've been quite busy since May 22nd, 2013,the official release date!! Great job guys! Keep 'em coming!!! [e digicons]:thumbsup:[/e]

4 Replies 4,679 Views

I haven't played as many 4x games as some of you, but if I use 'willing to put some work into the game, to make it easier/more scenarios for me to play, by making handy references, scenarios, mods, etc. as one of my yardsticks, as well as how often I go back to said games... Sid Meier's Alpha Centauri/Alien Crossfire - would love to see an updated version, as long as it stayed as true as possible to the original! Ascendancy - made my own printable te

60 Replies 326,155 Views

Sorry that came off a little gruff, which was not my intent at all. I was just pointing out the font size I use for the title/link (it's a LOOOOONG list, and I have to scroll all the way to the top each time to make font changes and such, and then scroll all the way back down and find where I was editing - the font thing really should 'float' instead of being stuck at the top as it does now). And I also wanted to let you know where I put your mod tools listings

46 Replies 295,748 Views
Reply to N/A in FE Multiplayer

Actually, I've been wondering why a LH page hasn't been added to the Wincustomize galleries as of yet. A good number of E:FE mods (and EWOM mods) are featured there, some from the usual suspects... https://www.wincustomize.com/explore/ https://www.wincustomize.com/explore/elem

13 Replies 53,921 Views

Being a fan of the big guy, gotta say I like Godzilla 2000 probably the best. The scene at the end with the guy and the cigarette just brings home the inevitability of defeat at Godzilla's hands... Probably my favorite piece of Godzilla/Giant Monster hardware are the Maser Cannon trucks. They rarely do much to the big guy, but they look hella cool doing it! <a title="http://godzilla.wikia.com/wiki/Maser_Cannon" href="http://godzilla.wikia.com/wiki/Maser_Cannon"

8 Replies 27,741 Views

I've seen what davrovana has mentioned happen. I had some 'turn based' quests with ridiculously high spawn rates to kick in on a given turn, but if two quests spawned on the same turn, only one would kick in, and the other would be lost forever... That 'Create Quest Near Tile' tag intrigues me...

8 Replies 57,123 Views
Reply to N/A in FE Multiplayer

As I remember, you need to modify some core code to redesign the window, and of course have the relevant Stardock program (you might be able to try to work around it, but the program was used to design the interface you see now). WindowBlinds? ObjectDesktop? I don't remember now... plus this would modify some of the 'core' code, so it isn't a simple .xml modification. I ran into a similar issue back in the EWOM days with something else I was trying to do, e

24 Replies 30,689 Views
Reply to N/A in FE Multiplayer

I always felt that the Path Selection window should be two rows instead of one, once you added new classes, You'd probably need Stardock's widget thingie to redesign the window, though. Someone added a few classes a while back, which is a concept that I think should be encouraged, not discouraged. Trying to shoehorn everyone's playing style into just 5 paths tends to water things down a bit, or generate excess clutter, depending on how detailed you want to get with t

24 Replies 30,689 Views

Gotta admit, just having the ability to just buy Road Builder's Shovel item is a very nice, simple, and elegant solution! Dunno if that's just a treasure drop or if it is available for purchase. I had no idea that Hellions had that as part of his Black Market Bazaar Mod... My solution was more complex, but he gets the prize (and my admiration) for a quick an easy solution that should work well! Awesome work there Hellions! [e digicons]:thumbsu

11 Replies 16,776 Views

The $200 MSRP price tag is a bit much... I might pick one up when they get considerably cheaper though for my Sanza Clip. I currently have a 32GB Micro SD card to complement it's 4GB internal storage. Haven't quite filled the 36 GB with .mp3's yet, but I am getting close...

19 Replies 48,730 Views

This Mod has been added to the Regularly Updated List of Mods for Elemental: Legendary Heroes [e digicons]:thumbsup:[/e] Also, a quick suggestion: Adding [EMod] to your thread title, i.e.: [EMod] Recruit Mod , may help some people spot your mod a little more easily. This helps differentiate the completed mods from the other mod discussion threads.

4 Replies 8,475 Views

This makes me think that a few of the more 'obvious' fixes that aren't changing any other game mechanics (i.e. just fixing something that is broke) should be compiled into a catch all mod. I'm seeing several 'fix' mods currently. Of course, the collective groupmind here would have to arrive at what is a 'common/necessary' fix to the core game... [e digicons]:fuzzy:[/e]

14 Replies 32,102 Views