A fantasy mod for Civ 5 would do. Or maybe just a random name generator... I don't know why, but I have never liked the leaders, cities etc having names from real life. I don't want to discover Helsinki just south of London, in the middle of a jungle... So maybe the random name generator from Elemental then. Instead of Helsinki I get Oogloglogo. Awesome.
Magog_AoW
I want: 1. To be able to build real cities in the map editor, so that you don't always have to start from scratch in a game. This would also let you preview custom city tiles easily. 2. The colors you set on custom tiles to work properly. Now when I load a tile the custom colors do not show up. 3. Better Load/Save interface. There should be a Save and a Save As... 4. Humans and critters to not disappear when you zoom out while constructing a tile. 5. Sm
I agree, I want a pretty game. The current lore is uninteresting. I want to create my own.
I disagree. No one in the community wanted this magic system, or the tactical combat that we have now, for example. I think they have listened and made notes but still not implemented the most important suggestions. They did listen to the "graphics doesn't matter" crowd though... [e digicons]:'([/e]
Yes, I made it! I'm a bit embarrassed, but I will show my error anyway so that hopefully others wont make the same mistake. I forgot to rename the improvement type in this tag: . Should be something like: . [e digicons]:blush:[/e] Thank you so much for helping me! Impinc, your clean code tip is very clever! Now my Azracs can build their tents: <img sr
[quote who="impinc" reply="3" id="2777662"]You need to look at TechTree_Trog and Techs_Trog (or Techs_Amarian depending on faction allegiance). Look for these files in the Only-SP folder. Then most of the buildings are in EmpireSpecialImprovements for empire, yada yada. Look in the Core Improvements folder. The improvements are spread out amongst a few different xmls, but they are all in that folder. What I did to make my race have completely different improvements was to take the original st
Edit: Nevermind. :)
Ok, help me out here... Copy all buildings and techs, ok, which files are we talking about? And how do I make sure my race use these copied files and not the old ones?
I'm modding a new race. So far, I have managed to get the base structure changed by creating a specific cityhub.xml for my race. But where do the other buildings go in? Like shacks and stuff? I have read Frogboys guide on modding races but it does not help me. Edit: To clarify, I want to replace the old buildings with new ones I have made in the tile editor. Not add new features.
[quote who="cephalo" reply="25" id="2775153"]The way bows are handled is an astonishing example of how so many of the game mechanics are way off the mark. 30g for a shortbow is just a bug, that's not the problem. Even at 3g, the longbow is nearly twice as effective as the shortbow! As the unit figure counts grow and fighting strength decreases as a unit takes damage, the effectiveness difference expands out to more like five times more effective. You want to lose that to save 1
A campaign can be fun, I remember enjoying and replaying the campaign in the first Age of Wonders (the campaigns for the following two AoW's were not very good). But in this game... I dunno. The game world consists of a bunch of humans running around in a desert. How interesting can a campaign possibly be with this setting? Spend time and money on something else. Tactical combat for example.
[quote who="Das123" reply="26" id="2771951"]That's looking good. Could you please post your current Azrac files as reference?[/quote] I will do that, but I'm on the wrong computer at the moment... I used RavenX's undead mod as reference: https://forums.elementalgame.com/395708
A building I made for a mod.
I've started to create new buildings for the Azracs. Here's a preview: </e
So... what did you talk about? :)
[quote who="Frogboy" reply="9" id="2770739"] Yea, but not on the games side of things much and I would still have to explain to them what I'm explaining to you guys anyway. The quest system is very powerful but also very complex.[/quote] I have yet not seen any evidence of it being powerful... Could you give us a hint on what kind of quests we will be able to do in the future?
Lovely screenshots, but I can't design new units with this race. [e digicons]:S[/e] The unit design screen is just black, and there are no starter units to train either. I don't have the game installed in the "program files" dir... You think that could screw things up? Or is it because I'm using XP that has a different path to the "My games" dir?
I want to know how to resize units. "Unitscale" in race settings seem to be disabled.
Also, could someone let us know exactly what the extra game material is like. Is it a campaign with the same quality as the one in game already or something else?
Any other fantasy TBS game has better tactical combat. If the devs play AoW, HoMM, Kings bounty or Fantasy wars for 1 hour each, then they should know what is needed.
[quote who="cephalo" reply="114" id="2763892"]Thanks for the tip Kryo. I went ahead and used CultureInfo.InvariantCulture.NumberFormat. I figure that if the U.S. military is ever overrun by unstoppable giant Swedish death robots, not only would we be forced to pay shitloads of taxes to receive "free" healthcare, but it is likely we would also be forced to use commas in our numbers. By using an invariant culture setting, we'll be ready for any political u
[quote who="Master_of_Magic" reply="20" id="2762386"] The real solution is not to restrict the monsters, but to have a more AUTOMATED way of dealing with them. Maybe some units can be given options to guard as sentries, which means they'll attack enemies within their sight radius, and then return to their original spot. Or they could roam the land as a patrol. Or some units may even become escorts to caravans, removing it from using for normal combat, but it keeps caravan safer. Th
It would be great if there was an option to just turn them off. The feature is more annoying than fun at the moment. I also find myself not researching the adventure tech because I don't want to fight these boring monsters...
Mirror: http://www.shell.linux.se/dsk2293/other/ewom/Elementerra.zip
One minor issue I have noticed is that the land transformation that takes place in the area of influence (turns into grassland or dead land) does not work well at all. The beaches and high mountains makes the transformation look really weird... Beaches turn white for example.