[quote who="Aerion Istari" reply="2" id="2869586"]Ok, if that's the case then why does it work when a tech lists as prereq, "Magic_Equipment_Amarian" and "Magic_Equipment_Trogs"? You can't have both?!?![/quote] I just noticed this as well. Are you referring to a tech referencing those two techs, or an item ?
impinc
[Quote] Spellpoint Nectar A revitalizing concoction of various fruit and nectars said to advance spell research. 20 gfx\items\CeramicJug12.png 253 255 82 <S
I think we should just bitch loud enough so they "fix" it. Maybe they weren't aware of the limit. Maybe they are. Either way, you're right. It's stupid to have more than one place. Wincustomize is good, but they need to remove that limit. I like that they provided that site. The mods (at least in my mind) make a huge addition to the base game only furthering people to play it more, and possibly attracting new customers. I'm hoping that the limit thing is left over from their other skins/wallp
[quote] Metal Refining With this tech, we can extract ore from our mines even more efficiently, thus increasing our metal production, thus increasing our production capacity. Kingdom_Mine1.png 60,138,25 146,255,49 75
As far as I can tell, it's already setup to be "and" in techs. I have a couple techs in the Doctor Who mod that require a couple different other techs (in a different tree), and it works fine. You need to have both before being able to research it. EDIT: However, it is easy to assume this is not the case. The tech will still show up in the "possible" list of techs to get unlocked. After some testing a while back, it does in fact want both techs before showing up. Sometimes it will sho
It's probably the stupid medallion problem. Things are working much better now. Just working on the string quest, then 1.0 will be released.
Go through all of your units and make sure none of them have auto-explore on. There's a known problem when this happens.
No, there are a few different xmls which house abilities. Check AbilityBonuses, CoreAbilities, SovereignHistories, and SovereignTalents.
[quote who="xStarfirex" reply="8" id="2868438"] Quoting Heavenfall, reply 6But... we fixed the skeletons recently! The new model really bugs you? It's awesome! Your kidding? I havn't read that thread for a while. Last time I looked you guys were searching in vain for a decent model. Sweet i ask forgiveness and excuse me while I go download it again. [/quote] Also, once I get version 1.0 out (hopefully in a couple days), it will include Artifact, so one less download.<
Your "code" is tied to your Impulse account, so no, you don't have to put it in anywhere. Makes it nice if you want to install it on your laptop, or another computer. Or even just re-installing in general. The mods I would recommend are Expanded Factions, Updated Weapons, Murteas' Grimoire, and Adventure Content Pack. Have fun!
[quote who="Goldmos" reply="19" id="2868201"]By the way, talking about mod, I though that Stardock was going to "incorporate" them wih their own in the lauch menu... is it me that had hallucination or will they eventually put them in the downloadable menu?[/quote] You sort of can. However, it's only maps right now. I think they may do it at some point, but it would require a bit of work (and mods would have to change somehow to incorporate a new system). In other words,
Unfortunately, this has been requested since the original betas. Hopefully they get the time to implement this.
[quote who="Trojasmic" reply="54" id="2867520"] Quoting Derek Paxton, reply 20 Quoting TheProgress, reply 16 Quoting Derek Paxton, reply 8 Yes, this is the 1.2 beta. If this is the beta for 1.2, what are the big focusing points for the 1.2 patch? Is it all fixes or are there new additions / overhauls? 1.2 is about UI, AI and bug fixes. It is not a feature patch (at least not on the big level for things like Global Mana and changing to a Po
You should post your save game so the devs can see it with their own eyes.
Just a small update here. The mod works fine with version 1.11 first of all. Second, I'm working on a model for the Ood. It's probably going to turn out terrible, but it'll certainly be different. If that goes well enough, I may do a model for Draconians. We'll see.
Hahah at least if you're playing as the Angels, and build a harbor, you dont have to worry about the boat getting stuck. Then again, why would you build a harbor?
I believe it means labour as in how many turns it takes to build.
[quote who="Ishantil" reply="166" id="2865367"]That would be why I couldn't find it. Sounds like it needs to be fixed, then. 3x unmodified damage is silly. Being able to oneshot heroes is kinda lame. Sorry to blame your mod when it wasn't your fault. I'm loving the added content, by the way. Keep up the good work![/quote] No problem, it WAS my fault, really. I never even realized they had a special
[quote who="Ishantil" reply="164" id="2865218"]Savage Strike? So I came across a Darkling Warrior in the Ranger Boots quest, it has an ability called Savage Strike, which looks like it does 3x damage unmodified to a target. I had this thing oneshot a level 5 hero. Not cool. Personally, I don't think there should be multipliers and true damage mixing in the same ability, it's too good. I would change it something like "does 1
Uhhh you know the ACP mod adds like 50 fallen NPCs, right? https://forums.elementalgame.com/399062
[quote who="RFHolloway" reply="95" id="2865063"] Quoting impinc, reply 90I'd like to be able to spawn a quest from within a quest. Right now you can spawn a goodiehut, obviously, but not a quest. This would make it possible to have quests that are more than 1 level. It would allow us modders to make more epic quests. Without this ability, there's no way to ensure the next "act" of the quest shows up on the map. can you not spawn a unique goodiehut that
[quote who="kronik83" reply="194" id="2864988"] Quoting oddrheia, reply 179 By the way, thank you very much for the tutorial for reskinning existining models. Is this in HF's 'Guide to modding in Elemental'? [/quote] No, it's right here: 
Yeah, same with those of us who don't have the destiny's ember content.
Ok, just wanted to post a little update here. Version 1.0 is coming soon. Artifact 2.1 will be integrated into ACP. If you have Kenata's Updated Weapons mod installed, and would like artifact to use it, there will be an additional zip to apply the updated weapons version of artifact. (By default it will install artifact without the UW version, which will work either way). One last thing I wanted to add into the version before releasing is a level 5 quest. I'm putting the string quest
I'd like to be able to spawn a quest from within a quest. Right now you can spawn a goodiehut, obviously, but not a quest. This would make it possible to have quests that are more than 1 level. It would allow us modders to make more epic quests. Without this ability, there's no way to ensure the next "act" of the quest shows up on the map.