Which reminds me that I made some test with pariden and I got weird behaviors il the previous system. For example, each city level up seemed to grow the city radius by approximately 2 square, but when a city reached level 4 in increased by 4 squares. --- Personally I prefer a radius where diagonals count as 1.5 for radius calculations. Without diagonals, the range is too short. You can also round down or up the value for larger/smaller radius. The current radiu
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How does it works with modding, If you have XML in your mod folder, will it recompile the data.zip (if you check use mod of course)? How does the data from the original game get's replaced by the modded XML content? Does it use "internal name" to know which entry must be replaced by which entry?
Actually, Notepad++ can search for text in files, no need for another program. Go the Search menu, then find in files. Or, you can hit Ctrl Shift F. Yes, but you cannot search in multiple files at once. I just search in explorer. Don't even need another program Searching inside a file with explorer never worked for me. So I looked for an alternative.
I have found a small useful software called "text crawler" which allow searching text string into multiple text file. So if you are looking for a variable in particular and actually have no idea in which file it is contained, you select elemental's XML directory, you type the string to search, click find and it will show all the files where the string appears and show you how many times it appeared with an example of string and the line number. From there you can select the files and edit it
So that is why the maps always seems the same.
From what I have read and game design books, apparently today, developpers have to possibility to change game variables and other in game information while the game is running instead of stopping the game, recompiling and starting the game again. For modding purpose, it would be interesting to be able to change xml variables while the game is running. I am not quite sure how the changes could be applied afterward. Maybe the changes are done the variables in memory and it keep tracks o
The map in the builder is a good idea especially if you can set up developped cities right away. But now my question is why some values are not considered by the game. For example: I changed the nb of tiles you can build per city level and the nb of people required to level up a city to 10/20/30/40/50. None of these changes appears in the game. I change the probability to get forest to 0% and it generates maps full of forest.
I made some tests. I took a hut and did a yellow, red, and blue grafiti. The color of the player will be applied to the building which will change the color of the tile. But it applies a translucent color. For example, my yellow line never actually appeared as yellow because it had a blue, or purple overlay which change it's color. Which means that if you use neutral colors, or colors that are not too bight, the tile should not be influenced that much. But do not expect to mak
I started to play with elemental files to see how the game react. The results are sometimes surprising and frustrating. I first tried making minor modification to terraintypes.xml like changing terrain name, with a few other parameter and nothing works. So I decided to go the agressive way, I deleted the XML file. Nothing happens either. I used a software called "text crawler" that allow searching in the content of multiple files and there are no terrain type definitions elsewhere.</p
I will list the things that I like which are somewhat unique to Elemental. Which means what are the good elements that makes elemental, on my point of view, stand out from the crowd. I will not list what I don't like (already done and too big). - 2 different production track for unit and buildings - Wilderness get stronger as civilization expand (It might still not yet be at it's full potential) - Fixed production time for Unit and building production. - Unit d
I wanted to have full color graphics for the clothmap terrain, buildings, ressources, etc. One of the problem I have realised is that it might be impossible, or give bad results, since the game colorize you buildings and your ennemy empires to the player's color or allegiance color (according to you options). Which mean that If I use full colored buildings, in the end , it might paint it all the same color or it might even create a bug. Else, is there a way to deactiva
I wanted to know how elemental determined which file is beign loaded into memory. Does it systematically load everything located under the data directory, or will it only load a file when requested by the XML files. If it load everything, does that mean that I could create a second elemetal directory structure, only copy the program files and the data files I need then Add my data files. When the program would start, it wil only load what's there. So if there is less files than t
Hmm Weird. I have 2 computers with the same game, I'll try doing it on my second computer.
So I recopies the terraintype.xml in it's original position and removed my files. I have modifiied 3 parameters in the terraintype.xml (exacly the same as above) and nothing happens. It really looks like an obsolete file, or like you said, there is a backup file somewhere.
I'll try fusionning back the files but change the name. If it does not work, I'll change the values directly.
Every citizen that joins your Kingdom/Empire will be added to your specialist count on the top resource bar. Buildings will now require a number of specialists to get up and running, now instead of robots you need people to operate that Blacksmith :) OK, that's it, I will not play the basic game anymore. Too much details. I'll stick to modding.
You cannot break up TerrainTypes.xml without breaking its functionality. It has to be in one file. OK if I cannot break the file. But since the original file does not exist anymore, where is it getting it's information. Certainly not from my files because the modifications does not applies. PS. You should post these mod questions in the mod section. </block
I wanted to make my first modding test. I Split the file "terrainTypes.xml" in 2 seperate files: One for the world map and one for the tactical battles. Then I made the following modifications - Allowed land units to move on cliff tiles - Allowed sea units to move on beaches - Change the name of terrain "Submerged" to "Water". I deleted the original "TerrainType.xml" file, I deleted the "data.zip" I loaded the game and none of the modifi
Fine if it now does it automatically. Hope it works.
I know it's in a thread out there, but after intensive searching on the forum, wiki and google, I can't find it. I even tried "Elemental.exe /?" and "elemental.exe /help" and it shows nothing. What is the command line parameter to force recompiling the XML to create a new binary blob? Please make at least a list of CLP in the Wiki.
if you want to be a "VIDEO game designer" you need computer programming skills But for example, if you want to be a "board game designer" you do not need programming skills. Sorry but It frustrate me so much when people asume that "Game Design" = "Video game Design" Yes there are other types of games than video games that still exist (board games and sports are some example). In fact, video games are the last kind of game to appear in human history.
Do you have additional cheat codes to suggest adding to the game to make the MOD testing easier? I suggest - Research all spells in the queue - Give Mana - Grow a city to the next level or Current max population if next level cannot be reached - Select a special resource to place on the map, or spawn new special resources, goodie hut, quest, locations randomly on the map. (maydy around cursor location) - Spawn randomly wilderness creatures on the map (m
By re-looking at the log file, there still seems to be errors like "Unrecognized configuration section system.serviceModel", but the software does not crash on start up, so it's a good sign.
It seems I have solved the problem. Buy looking at the error log, it was something with the .net frame work. I had version 3.5 and 4 installed. I uninstalled 3.5 and it now seems to work. Maybe there was some conflict between both versions.
You have probably experience this before. You click next turn and then paff! a combat screen appears. You do not know who from where attacked which units. You just know that there is a battle. It would be interesting that before showing the battle screen, you can actually see the enemy unit in it's original position, then draw a a movement path between you and that unit and make the unit move on this path. When the unit has moved, the combat scren appears. You can write on the s