This will litterally spawn a spouse for you (and sometimes, [e digicons]:typo:[/e] [e digicons]:puke:[/e] ): Summon Spouse Summon a spouse. FireCrystal_Medallion.png MarriageSpell.png 88,78,32 <S
Sythvipers
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Try using this on the sovereign you want to be a special add-ons: Unit UnitJoinArmy Champion [Sovereign Internal Name Goes Here] <p sty
Open up the faction file, there should be a line that is [sovereign internal name goes here] if not copy it into the file below the [race name goes here] line. Internal sovereign name can be found in the file containing the custom sovereign at the beginning of its data.
Open up the faction file, there should be a line that is [sovereign internal name goes here] if not copy it into the file below the [race name goes here] line. Internal sovereign name can be found in the file containing the custom sovereign at the beginning of its data.
I don't quite know what you want to do, but I suggest recreating the tech tree as a custom one, instead of changing it. Unless you need to change it, I suggest renaming the copy of the file, and maybe try putting it in these folders (one at a time until you find one that works, assuming that changing the files name does not make it work): Races, RaceTypes, Units and Tiles.
I had the same problem, even with all the tech researched, it still didn't show. Either it is only harverstable by empires or they still need to implement in.
I suggest make your own custom city type (see "CoreImprovements\F_CityHubs.xml" and "CoreImprovements\K_CityHubs.xml") for your own custom minor faction (see last races in "CoreRaceConfigs.xml"), then set it to start at the location you want. Custom minor factions would go in the Race folder in your elemental documents. Your custom city type would go in the tiles folder (I think have not made one yet, I made my own custom building before and its xml file for the ingame data w
Unless someone can think of a better way, the best way I can think of to be able to get a champion from a pub/inn would be make a set of spells that maybe only work once, that their target is the pub/inn, and it summons them for a cost of gold or something.
Full Metal Alchemist fits in elemental sort of a lot better than mech warrior, since you could replace magic with alchemy and add new items/resources for doing alchemy. The military is just people. Homunculi can be special creatures like a sovereign/champion mix. Mech Warrior would for the most part be entirely long range combat, you would need to mainly redo everything, new resources, new structures, new models, I suppose you could replace magic with special ord
This summons an npc that counts as a champion (could cast imbue champion on them), but could not marry them (female sovereign, with male champion). Still a work in progress, since it only costs 1 mana. Summon Joffrey Summon a Joffrey from a pocket universe to serve with you.</Descr
Here is the debug.err file info for creating a sovereign: http://pastebin.ca/1923562
This has been happening for me since beta 2 (when I joined in the beta), as you can see the background for the sovereign is not being scaled properly. If there is already a solution, then I don't have it. Edit: This also happens for the units I create.
I read the change log, but I did not notice anything thing about the faulty (at least I think it is) non-contiguous (or whatever it is) city checking thing. Although I think part of it is (or was) from the 0 tile garden and/or building on special tiles that have an empty tile between them and the city.
Yay [e digicons]:grin:[/e] !
It is said that stuff will be done after the public beta has ended in this official post: https://forums.elementalgame.com/385450 (at the end of " ITEM #1: Making the sovereigns distinct from one another " section) "For instance, the Warlord starts the player off with 2 sentinels. But right now, the Bard only starts you with a stat boost to hero cost. Boring. The Adventurer gives you an extra move. A
I am not sure if you (stardock) have looked at this, but I probably should have put that this is a crash in 2B [e digicons]^_^'[/e] .
As the title says, I was wondering what it means to close the public beta? Because I would really like to continue playing the beta until the game comes out, since the betas are really awesome and the game should even more awesome. For me Elemental is addictive, and if I am unable to play it, my depression may come back stronger [e digicons]:pout:[/e] [e digicons]:hugme:[/e] , in fact, I am kind of jittery just thinking about this Thursday(/Friday).</p
I had an unknown crash, I have the data on it, here is the Zipped Data . The save game (at least on my computer) crashes to desktop in 1-2 turns, there are several memory dumps from a few times of reloading and trying again, and sadly only the last debug data file.
Change it to cloth map only, then it will load (usually, sometimes it seems the file itself is corrupt or something), then once it loads, then you can change it back. Also until this problem is solved, this temporary fix should be pined, since I already posted this topic and temporary fix, although it was for Beta 2 and I did not post the file.
Rawr me mad, saving sovereign currently pointless. [e digicons]:borg:[/e] [e digicons]}:)[/e] [e digicons]:ninja:[/e] [e digicons]:typo:[/e] [e digicons]XO[/e] [e digicons]:thumbsdown:[/e] [e digicons]:pout:[/e] [e digicons]:hugme:[/e]
Once the game is out, you should be able to add some of these things if you want, since this game is suppose to be very mod-able, so who cares if they changed it from ale, just mod it back once the game is released (or in beta 4, which is when at least most of the tools are suppose to be released).
If you out number the enemy with at least 2:1, then you could have time to do so (assuming that on the battle field you have 2v1), also there could be equipment you could get for units, that allows them to capture units, or spells for those that can do magic.
You could also forcibly capture them, such as disarming them, so they have nothing left to fight with (assuming they have no magic left or they cannot do magic). Or you could see about restraining them (which would be the case for "taming" wild monsters without magic). Morale does not and should not have everything to do with capturing enemies, since if they get disarmed (so there is nothing that they can do to fight back), they would probably s
I think that it should be made possible to capture enemy units. Choosing this option over killing would probably cause there to be some sort of attack/defense penalty due to the fact that you are trying not to kill them. This would mainly only be useful for negotiations, where you have captured some (or all) of the enemy's heirs, or to "tame" wild monsters. Also for the empires (later on of course), if some of their magics require sacrifices, it woul