No need. The next version will have them again. Again, thanks to Heavenfall.
impinc
In the vanilla game, no. However, there are guarded resources in the adventure content pack mod. Just a note...don't autoresolve the battle, it will break the goodiehut, and you won't be able to activate it. The guardians are also very powerful, do not walk in there with just your sov. https://www.wincustomize.com/explore/elemental_war_of_magic/12
Ok, uploaded version 0.96. - Removed the floating monsters for now (they are still there, just commented out for now) until the animation thing can be figured out. - Fixed save game corruption problem with level 4 goodiehuts which spawn shards (Thanks Heavenfall!) - Removed counterattack buff from Smoke Bomb effect, as it wasn't working anyways. This ability will be worked on for the next version. - Fixed both "wolf" quests in the beginning to actually have a c
Hey everyone, sorry was away for a while. Needed some time off from Elemental for a bit. Anyways, a new version will go up either today or tomorrow with fixes for the problems you guys are having. 1. The animation thing is a bummer. I'm not sure there's anything that I can do as a modder to fix this, other than to remove the floating monsters. They'll still be in the XMLs, but commented out, in hopes that some day we can get it to work right. 2. The save thing is quite annoyin
Or if you try to generate a tactical map without first checking blank map.
[quote who="jmccrea" reply="129" id="2853057"]Ran into something strange, I did a quest and a nobleman then gave me a choice of 4 people. I picked one and got a champion, but I can do nothing with them. Cant arm them, give armor or anything. Did another one, got a female champion...again cant do anything or even marry her. Just wanted to let you know. Also, been finding champions and their twins haha. ive seen a couple of the exact sa
[quote who="Nimbyjester" reply="2" id="2852755"]I belive that 2 and 4 are already possible. Some spells already reference the shards for power increases, have a look through the spell book files. There is a bleed ability that does damage per round you can have a look at. From memory you add 3 and 1 to the game modifier and it will then apply the effects from that game modifier each round for 3 (or whatever) rounds.<br
Changelog v0.95 I didn't keep as good notes about the changes I made this time around, but I'll do my best. - Adjusted rarity for goodiehuts so they don't push out the core huts. Further tweaking will resume as more are added, and time goes on. - Adjusted liklihood of treasure for some of the huts, and added metal to a couple more. Traps shouldn't be quite as common now. - Adjusted stats on NPC
*bump* These are useful for testing out mods. As more people are modding now, they should know about these. *Note: not all the above work anymore, but most are fairly accurate
Sov's ignore the INT requirement.
Awesome. Thanks for figuring that out. And I thought you couldn't work on it until the 27th :P. *This is me not complaining*
I put anyone who helps me out in the list. You took time out of your day to write the lore for me, you deserve credit for it.
...and how is this post supposed to help them FIX the crashes?
The game crashes when I try to create a tactical map. I can create any other size map, but when I hit create, it crashes. two dumps for ya. http://dl.dropbox.com/u/8949112/1/Elemental1_1-2010-12-21T15-06-17-100.zip http://dl.dropbox.com/u/8949112/1/Elemental1_1-2010-12-21T15-07-40-93.zip <
[quote who="Heavenfall" reply="118" id="2852117"]I would recommend against putting ExpandedFactions heroes in the mod, at least in specificity. Stick with the lore of the game as much as possible, in my opinion. ExpandedFactions can take liberties, but from ACP I expect it to be more strict with lore. That said, obviously every resource is available for use - just don't call them "elves" or "living stone", call them something that makes sense. By the way, the resource thing, I've c
[quote] 1) Maybe after scaling back stats a little, consider adding some Men NPC's? 2) Have you thought about adding some NPC's using Expanded Faction race's? Would be nice to be able to send my Elven Heroes off to defend their realm... [/quote] Sorry I didn't notice your post before. 1) I've thought about it, but I don't think I am going to. As the men NPCs have civilization type abilities (+gold, tech, etc), the race
Got them, thanks! I love that you even changed the hiring text. It's the little things like that which I just glanced over until I got the time to really edit them. It's a big help, thanks again. This next version should be pretty sweet, with the fixes, the bios, and the guarded resources.
[quote who="Crion87" reply="71" id="2851802"]Bug report: When I was playing the mod just now, I research the Infantry Rifle as the Cybermen, but the graphics for it is still an archery bow as per the standard Kingdom/Empire sides, and most obviously not a bow. Quite jarring, is there a way to fix that? Also, I'm wondering how does one go about making the Cyberman upgrades placed on my recruited Champions, if that can be done in the mod now. It's basica
[quote who="Ishantil" reply="106" id="2851513"]I don't mind there being powerful heroes (there are some kingdom ones that are awesome), but I don't like the idea of unbalanced stuff. The Empire or Kingdoms are not supposed to be better than each other across the board, they are supposed to be balanced across their inherent strengths and weaknesses. Personally, I think that the Fallen heroes should probably be tweaked a bit higher in a physical stat or two, and tweaked lower i
Try using City for Modtype.
[quote who="Ishantil" reply="102" id="2851431"]I've been running a 1.1 game with this installed. Couple of things I noticed. Good: 1. massively increased variety in goodie huts and heroes makes the game more interesting and far less predictiable. 2. New location art makes the game more colorful. 3. More variance in the different drops is awesome, making the game more fun. Bad: 1.
This will be were I post my crash dumps when I'm running mods. This is one that happened after hitting next turn. I had just put a building into the queue for my 3rd city, then hit next turn. It froze like it was going to crash, then seemed to get better for a second, then crashed. http://dl.dropbox.com/u/8949112/1/Elemental1_1-2010-12-20T14-40-14-399.zip Last autosave: <a href="htt
No problem. By the way, this is for anyone modding. If you are stuck or need help, you can always drop by the #elemental channel in IRC. Heavenfall, Kenata, and myself usually are in there (at least one of us). We tend to lurk, so don't always expect us to answer right away (we're usually doing other stuff on top of being in IRC so it sometimes takes a while to see the chatter).
It's actually easier than you think. 10 That will increase sight from the improvement , not the city center by 10 tiles. Just something to keep in mind.
*shameless promotion* The adventure content pack mod adds 48 fallen NPCs to the game for this reason (along with adding other things like goodiehuts, quests, and monsters). You can check it out the thread here: https://forums.elementalgame.com/399062