Dhuran

Dhuran

Joined Member # 4120026
15 Posts 205 Replies 17,842 Reputation

Heavenfall, just to clarify this for myself, and increase my own understanding. What did you need to change with the sion heads, and what problem were you facing that prompted you to change it? I ask because when we made the undead race, we didn't run into any head problems (which is why I didn't look into the head stuff at all).

134 Replies 302,598 Views

[quote who="Heavenfall" reply="117" id="2800825"]I think it's unavoidable in some cases. However, in this case, I didn't even think about how it would affect others, I just saw it as something obvious to change since the sion head was getting applied to every modeltype in the game, including the Fallen modeltypes. I sincerely did not think that anyone was using modeltypes without any (non-sion) heads. I think the most important thing when changing stuff for everyone is that it is p

134 Replies 302,598 Views

[quote who="Duramis" reply="107" id="2799717"]I'm having this problem whereby the faces of the skeletons and zombies are not showing up, instead it just shows a blank face. The bodies shows up though. Edit: Ok, I found out that when i installed CPELF mod, i will get the blank faces shown below. Is there any work around for it? Here is the screenshot Reduced 81%Original 700 x 400[/quote] That's odd. I can't think of a reason off the

134 Replies 302,598 Views

Hey everyone (including Raven). I just wanted to post and say thanks for all the positive responses and support! It's great to see that others are as passionate about undead as we are. It's fun to work on this stuff with the team, and Raven really DID do the hard part for this mod (did you see those zombie skins?!) Thanks again all. Also thanks to Stardock for delivering (in my mind) on the core game so far, and such solid support for modding. Kee

134 Replies 302,598 Views

[quote who="Istari" reply="8" id="2762039"]We agree too. This week you should start to see the release of web based XML tools (first for reading, later for writing) for manipulating and seeing how the XML works together.[/quote] Sounds good, and thanks in advance for the effort! Should be really useful!

15 Replies 54,265 Views

I was just thinking the other day that it would really help to have some sort of document (maybe a block diagram?) of the xml linkages. Something that shows which xml files a certain file draws references from, and by benefit of that, also which files it gets referenced in (a big web-like configuration management monstrosity). Is this something that Stardock already has (that they used when adding things) that maybe we could get our grubby modding

15 Replies 54,265 Views

[quote who="Heavenfall" reply="16" id="2756600"]Unfortunately, in this case it appears that even if you use the same internalname, it does not overwrite the existing skin linked to the modeltype. Instead it just adds another skin link.[/quote] That's ultimately the problem we were running into. It looks like you need to define a new model type so that you can have a model that is linked only to that skin. The only other thing I could think of to be 100% sure of only get

22 Replies 5,467 Views

This is a great team. The models and skins all look fantastic so far. I can't take all the credit for the new tech. I got a great tip from Galahed here on the forums concerning the binary data file, and how to modify it via command line args for elemental.exe Elemental doesn't seem to check xml files for techs (it goes straight to the binary blob). So in order to implement a new tech, you have to add the new tech in an xml file, and then rebuilt t

16 Replies 13,529 Views

[quote who="thehandofzarquon" reply="13" id="2744770"] Quoting Dhuran, reply 12 I literally made a 'mod' folder in the elemental install directory. Is there somewhere else I should be keeping these .xml files where elemental will see them? I tried in the specific folders where I got the snippits for making these, but that didn't work. Also the my documents path folders didn't work. The folder you want to create in the Install Directory is actually called 'Mods' <br

17 Replies 8,099 Views

[quote who="impinc" reply="6" id="2743543"] Wow. I'm glad I decided to go to bed. I did do that. And the tech tree was working fine. In my hour of tiredness and dumbassery what I was TRYING to get working are the Specific Improvements for that race. I copied the Kraxis one, seeing as they are empire, but a different race, and changed some stuff around, but it doesnt seem to be taking any of the changes in that file. You know this race/faction thing is kind of confusing.

17 Replies 8,099 Views

I'm running into a similar problem trying to hook up a tech for a new 'darkling camp' like tech/resource improvement. Looks like everything is linked up correctly. So I've been trying with everything in different folders.

17 Replies 8,099 Views

Congratulations! This is probably the calm before the storm for you guys. Except you're still working on the day 0 version, so minus the calm. Also, from the Worthplaying article; A persistent universe multiplayer mode?! Sounds awesome! Well done. After the beta, and especially with the level of interaction that occurred, I know this game will do well!

96 Replies 197,726 Views

[quote who="Frogboy" reply="11" id="2710382"] That's very similar to what we're thinking of doing. What we're looking at is loading the XML the first time and then saving it as a binary blob where it only changes if the checksum changes.[/quote] Generate the binary blob during game installation? Then run the checksum when you load the game to make changes or additions as necessary?

85 Replies 234,903 Views

Crashed to the desktop on turn 610, with an out of memory error. Here are the dump file and my dxdiag. The zip file generated was empty, so it's pointless to post it. http://dl.dropbox.com/u/9184545/Elemental0_91-2010-07-19T21-38-09-250.dmp http://dl.dropbox.com/u/9184545/DxDiag.txt

0 Replies 624 Views

Yesterday when I was playing, the game started slowing down in the later turns. However, it was completely unplayable in the tactical battle, so I killed the program. Windows was still running slow, and I noticed the process was still running (still using a large amount of memory). Unfortunately it didn't capture a .err log from that. Today, a similar thing happened, except I closed the game normally. After the game closed, an error window popped up. So I checked the ta

0 Replies 660 Views

Isolate Strategic Yes 20? 1 Air Shard Creates a tangible barrier around a city/settlement. Preventing incoming and outgoing travel. Enchantment? An example of a spell with a risk vs. payoff choice. Or it could be used as a weapon. Meteor Tactical Yes 30 1 Fire Shard, 1 Ice Shard Directs a meteorite to strike th

243 Replies 841,909 Views

[quote who="Frogboy" reply="30" id="2641232"] Quoting Blazerules, reply 29 I bet in the year 2020 the millitery will be using a AI named "Stardock" for their robots because the millitery sucks ass when it comes to AI. Stardock is hacking the pentagon then again who hasnt I doubt that. AI in computer games tends to be pretty awful. Here's how I grade my own work over the years where 1=AI is completely useless to 10=AI is insa

65 Replies 115,180 Views