Oh yeah, I forgot. I'd like to see an easier way to test tactical particle effects. Perhaps I'm just slow with the editor, but there's no way to see what the effect looks like, unless you play a new game with the proper xmls edited. It'd be really cool, and a huge timesaver, to have some way to test the effects (whether in the editor itself, or by launching a tacticle battle). I'd personally rather see the option to load up a preset tac battle to try the effect live, with a unit in battle.</p
impinc
'Doh! I usually check for them, but I didn't that time. But, it's pretty easy to reproduce, so I'll get one up here soon. EDIT: 'Doh #2. I didnt read my original post thoroughly (like someone else :P ). It doesn't generate a zip file. It just freezes, then windows kills it.
At first I was confused by this. I already had added the race prereq for my custom race. However, they have all different buildings. I like the idea of the library. Good work! If you need any help, let me know.
The only way I've figured out how to do it is to create a new race, and assign the prereqs to the original factions. Race Men/Fallen Now, this may break later on. As it is right now, all Kingdoms are set to Men, and all Empires are set to Fallen. However, Kraxis is supposed to be Men. If they ever change this, we may need the alignment t
It crashes a lot. I don't have too many crashes when playing the game, and I think I've only had it crash once when in tile editor. But for some reason, the particle cauldron doesn't like my computer. Anyways, it seems to crash if I try to load an effect. I can load up one, or two, then the next time I hit the load button, it just freezes, and windows closes it (no zip file generated). I'll include my debug.err file, but I don't think it's going to tell you too much. Oh yeah, it also apparent
[quote who="Star Adder" reply="25" id="2779961"]Yeah, and when I think about the fact that the new season will take till april next year to hit the screen it makes me wanna exterminate someone! [/quote] Well, we will at least get a christmas and new years eve special to tide us over until then. Oh, thanks for the link too, I'm sure I'll be using some of those. I also plan on writing my own version of the theme. It will be more based off the David Tennant v
Alpha Changelog v0.39 - Added new particle effects for these "spells" : Head laser, Deathray, Tranquilizer dart, Electric Shock. Mind you, none of these are particularly good, so if you're good with the particle editor, and want to do something better, please do so! - Added a few more tile improvements (upgrade warehouse, basic transmitter, sonic statue) * Note the above about part
I'd like to see a way to turn off automatic troop design. If you're making a completely new race with completely new weapons, it makes no sense to have Scout, Archer, etc pop up. It clutters the Troop build window with troop designs you wont use. I know some people just playing the game want this as well (as in people who AREN'T modding). Also, i'd like the particle editor to stop crashing every 10 minutes :P. Anyways, it's a bit funky still. It's not the most intuitive thing, and got
I posted this in Heavenfall's bigfix thread, but figured I would post it here too. Create a file called Whateverthehellyouwant.xml and stick thees lines in there: [code="xml"] DisplayName,Description,IconFG,IconBG,IconColor,SoundFX,ParticleEffect,EffectScale DisplayName,Descript
Here's one for the current patch. Right now, Bows hit for 100% damage. That's because ranged attacks work like spells. In RangedAttackSpells, this is what's there for the damage multiplier: [code="xml"] Unit DefendableDamage <!-- Use the unit's attack stat
The only thing I've seen is to restrict it to certain model types. That would be very cool to be able to do though.
Any devs have any insight on this? Is this/will it be possible?
Alpha Release v0.38 Changelog - Updated main post to better reflect the mod so far - Added a few tiles/medallions/improvements - Added logo - Added "chip upgrades" to give a boost in movement on the cloth map, and line of sight - Sov Krang now has Electric Shock ability to start (i
I think the VM now has a counter attack that does quadruple damage.
What is the actual code in your xml? Did you copy the whole thing? This is an example: DisplayName DisplayName R
They changed how spell damage is done in 1.08. Open up one of the CoreSpells xmls. It's a quite a bit different than it used to be. I had to modify a bunch of my files to work.
Alpha Release v0.35 Changelog This was more just to make the "spells" work with the current release of Elemental (v1.08). The spells affected were Electric Shock, Head laser, and the death ray. This will need some tweaking and balancing, seeing as the magic system changed a bit in this version. If you're going to play as the Cybermen, you're best off playing with Krang, the sov for
You need to look at TechTree_Trog and Techs_Trog (or Techs_Amarian depending on faction allegiance). Look for these files in the Only-SP folder. Then most of the buildings are in EmpireSpecialImprovements for empire, yada yada. Look in the Core Improvements folder. The improvements are spread out amongst a few different xmls, but they are all in that folder. What I did to make my race have completely different improvements was to take the original starting buildings (I used empire, so labor p
I don't know what's causing this, but it's been happening ever since we were able to make our own large maps. I have a 20x20 map that I made. I'm also playing with my custom race/sov (I dont see how that would matter). But anyways, it seems to spawn a CRAP load of notable locations right around the cities. I took this screenshot when I cleared out a good 50-100 of them. There also seemed to be locations on top of locations. I would get to the tile, and I would get 100 gildar, a book of experi
The title kind of speaks for itself. I have my race complete with seperate tech tree, and everything is working fine, however, I'm wondering if it's possible to disable the automatic troop creation (Observer, Scout, etc). Has anyone been able to do this? Has anyone tried? I tried scanning the xmls for any clue to it, and no luck. I'm thinking it may be hardcoded right now.
[quote who="Jharii" reply="7" id="2772763"]This is the correlating improvement to the above resources. true [/quote] Yes, this is used. If you set that to false, and you happened to have two vent
[quote who="Twohawks" reply="3" id="2769075"] ...for combing units... [/quote] You're supposed to be combing the desert! Did you hear me? COMB THE DESERT!!! Sorry...had to throw my Spaceballs reference out there...
Alpha Release v0.3 Changelog Things are starting to come together with the Cybermen. Soon, work will begin on the Daleks. There are still many areas to be completed, especially with visuals, but more and more functionality has come. Again, these all apply to the cybermen: - They can now build Oasis', shards, and all other global resources. Some of these are changed to different res
[quote who="NorseDude" reply="11" id="2767157"] The story was made for the game, not the other way around. [/quote] Actually, from what I've seen and read, it IS the other way around. Brad has been dreaming up the lore for a long time and figured a game would suit the world well.
I have a question: Is it possible to change the images and text descriptions for the tech categories (such as Imperium, Domination, etc)? I see a list of them in the techtree xmls, but it doesn't seem to work. Maybe I'm missing where the code is, but I havent been able to find it. EDIT: Nevermind. Of course I find it two minutes after posting this. (It's in CoreTechs.xml, yeah, a real far cry - dont know how i missed it ).