The reason it is not in the game anymore is because it doesnt work right. I already raised this issue a while ago, along with a bunch of other stuff from that spellbook.
impinc
Yeah, having two identical internalnames in the wrong places can definitely create some weird things (besides the binary recompiling).
What did you change? As far as I know, it should only recompile the binary if any of the core XML files are changed in the install directory.
[quote who="Lord Xia" reply="1" id="2859662"]I think if I create a double incest child(Parents were brother and sister, and their parents were brother and sister), I should instantly win the game. We could call it the "Alabama" Victory[/quote] I like it! [e digicons]k1[/e]
I think one of the announcements is the contest winner. http://elementalgame.com/contest
[quote who="StevenAus" reply="149" id="2858153"]impinc, love the mod, well done! However, is this issue relevant to ACP v0.961? Best regards, Steven.[/quote] No, I don't think so. I didn't add any armor to the mod at that point. However, with the new version (0.962), there are a couple armor pieces only meant for the skeleton. It's prereq'd to a nonexistant tech, and the unitmodeltype is set to a nonexistant type as well. I
[quote who="uly" reply="4" id="2859354"]It seems that Improvements cannot be overridden either... This is getting really annoying.[/quote] You can, you just have to reverse the original effect. So let's say a workshop that produces 1 mat, you want to change to mana (just using stupid examples). Make sure in your mod file, you have the gamemodifier for materials at -1 perturn, thus canceling out the original in game version. Then also the gamemodifier for add
[quote who="tetleytea" reply="34" id="2858114"]Plus I am very concerned about the video and sound drivers on Linux. [/quote] Really? I've been running Linux machines for over 10 years. And other than when I first started, I haven't had any issues with sound or video drivers. Hell, Nvidia provides them for their cards. I think ATI does too, I havent checked in a while, as I've been using Nvidia for a while now. From what I've seen over the years, Linux displays way
#2 is from a spellbook which is no longer available in the game.
The game really doesnt like an incomplete ElementalDefs file. If you are going to overwrite anything in ElementalDefs, you're best to copy the whole file, then change what you want. Everytime I've done it in the past, it creates a lot of weird issues if you don't completely overwrite all the tags.
That's right I forgot about that. It's a prop right now. I'll post the link here for the hkb file so you can take a look at it. http://dl.dropbox.com/u/8949112/Mods/SkeletonProp_Standing.hkb Yeah, the guy I had doing models for me before was part of the Undead rising/dragonlance team, but haven't seen any of those guys in quite some time.
I basically want to get more monsters in the game. The first order would be to get an actual skeleton model done. Not sure how to change any of the ingame models, but maybe some kind of weird mutant thing hehe. I'd gladly do a tile, although John Hughes already snagged the one I feel I would do best on, although certainly not as well as John. I'll look through what's left and see if anything inspires me. Sounds good for the cloak.
[quote who="TheSkinsFactory" reply="7" id="2858690"] You know what's also great about being on a Mac? No viruses. [/quote] This is a common misconception. While yes, there are WAY more viruses for PC, there ARE in fact, viruses/malware/trojans/etc for the Mac. The more people buy Macs, the more people will write viruses for them. It's the fact that most of the world still runs on PC. When someone writes a virus, they are looking to either A> infect someone in particu
In this day now though, the hardware isn't all that different between the two. Mac simply states what can go in their systems(hence now they have Intel processors [who ever would have imagined that 10 years ago?]). This makes it much easier to design software that "just works". I'm not a fan of Macs, but I understand the draw. I should restate that. I'm not a fan of Mac fans. Most are like crazy religious zealots who don't listen to reason (and most dont know the first thing about computers a
Yes there is. You'll have to open two XML files. The first will be the XML for the custom sov you created. Copy the internalname of the sov (Usually just the name you gave them with a bunch of numbers afterwards). This will be located in my games/elemental/Units. Then, in /my games/elemental/race, open up the XML for the faction you created. There is a tag . Replace whatever is in between there with the copied internalname of your custom sov. Hope this helps.
I'm looking for a good modeler (or modelers) to make a few models for the mods I am working on (ACP, and Doctor Who). I don't have the time, or ambition to learn to model properly. I have used Blender, and have imported Blender models into the game, so if you don't know how to do that, it's not a big deal. Animations would be needed at some point, but it's a low priority.
However, if we can trigger new quests from things like turn count, city pop, etc, we'll be able to simulate a random event. I've been waiting to get Frogboy in IRC to see if there's any way to trigger a quest other than the traditional spawned locations.
[quote who="John_Hughes" reply="147" id="2856828"]The Floating Head is using Fireball now. Got killed earlier. Seems to be secondary "burn" effects in action? Took the standard 12 pain, then watched +2, +1 float up as I floated down. LOL! [/quote] Yep. The head had that before as well. There is a 2 duration burn effect after the initial 12. It's a level 4 monster, btw. I know some of the monsters in here can be a bitch, but that's what I was going for. However, if
Most of the time when your city levels up, look at the bottom of the screen. It usually gives a list of the things the city produces. Although I have noticed sometimes it doesn't, depending on what's going on (it seems to fail when there are a lot of popups).
Note: With dropbox, you're not really sharing a directory on your computer with the world. It syncs up the dropbox directory on your computer to the dropbox servers, which then share with the world. What I usually do is throw what I need into the directory, let dropbox sync up, grab the public links (right click on the file), then shut down dropbox. The files will be available all the time as long as you allowed enough time for the files to upload to dropbox.
While I haven't done any animations, I too can concure that you can get blender models into the game. The process is quite daunting at first, and very fickle. However, like Heavenfall said, once you get it, it doesn't take much to get it. I just suck at modeling.
It may have something to do with the amount of AI you are adding to the game vs how many starting points you placed. Every single time I do a test, I'm placed at start position 1. Then again, I only have 2 start positions, and I only have 1 AI in the game. I usually use Frogboy's trick of having two islands, so when testing out mods, the AI doesn't get in the way (unless I want it to).
[quote who="Frogboy" reply="61" id="2856025"]I'll be talking about how modders can do "stuff" to the AI via the XML more in the coming year once Stardock's new Mod Czar starts.[/quote] Hmmm, ... it does not bode well, as the modding god has now been reduced the modding czar...
I think he's running the ACP mod. The darkling giant is from that. (Also the zombies, skeletons) Heh, you should get to notable level 5, and check out the guarded resources.
Uploaded v0.961. Floating weapons of doom are back! No ranged/spell attack slowdown (at least nothing more than the usual :P ).