I thought it was in there, but it wasn't. After adding it, it still doesn't work though.
impinc
Ok, basically all I want to do is give the Naturalist ability to a faction. As it is right now, it's a Champion/Sovereign ability. So, I would figure this would be the code to get it to link to factions based off the AbilityBonuses.xml. So, I added the line into my faction's pointing to the ability. Below is what I put in to define the ability. Player<
Hah, you must have a macro ready to go Kryo, I know I've seen you post those exact words many times already. A couple to myself (at least!)
[quote who="sagittary" reply="7" id="2746225"] Quoting BeardyDan, reply 6 It does kinda make up for my last Empire start; 1 Fertile Land & 2 Refuge Camps. That's actually an awesome starting location or at least, an awesome location to build a level 5 city. Those two camps save you 4 to 8 food and 8 spaces in a level 5 city. [/quote] Not as an empire they don't.
It probably wont drop in price for quite some time. I'm guessing not until after an expansion pack comes out. If even. I'm personally not unhappy I got it. In fact, I'm very happy I did. I pre-ordered it. I never preorder anything. Yes, it has some problems here and there, but they dont affect me too much (if you have win 7 64 with an ati card, im sorry). BUT, what game hasnt had problems at launch? And the fact that Brad said we were going to get free updates until the community was happy is
I'm doing a Doctor Who mod. I'm not sure how to classify it within your list, as it's not a total conversion, but it's going to involve a campaign, but will add races/techs/buildings. Doctor Who Mod : https://forums.elementalgame.com/394286
https://forums.elementalgame.com/393719 I posted this one. I guess the Stardock crew is still hammering out how to go about moderating all the mods. The map is huge (20x20), so don't click on the minimap, lest you want to CTD. Also, on my machine, I can only play so many turns before it crashes (anywhere from 10-50). Have a try and let me know.
Doctor Who Mod Current Version: 0.76 alpha [Working with current version 1.19b] <span style="font-size: mediu
Ok I got it! Well, I have to give big props to BlackRainZ who figured it out. I kind of had it, but I wasnt aware of the createxmlbinary thing, so when I made half my changes, it didn't affect anything because I didnt rebuild the data file. But basically I created a seperate race, and change the RaceClassification to the name of my race. Then add a prereq to the starting buildings (such as labor pit, lore shop, etc). Like so.. Race
[quote who="Galahed" reply="15" id="2745235"]okay, yesterday someone in Impulse chat give me the clue, how i can use my techtree Remember? CoreArmor.xml, CoreMounts.xml, CoreWeapons.xml - all properly working from mod-folder, but Techs_Amarian.xml,Techs_Trog.xml - not So there simple instruction: 1. clear mod-folder and user/documents folder from manually changed xml 2. put changes directly into core files [/quote] You don't have
Maybe just create an #elemental-mods channel on irc, and chat through impulse.
So I'm still trying to figure out how to do this. Anytime I just change one of the core ones (in the new cloned file), it just doesn't show up. At least when I try to specify this: [code="xml"] Race Racename [/code] I must be missing something. I've tried various versions of that including using Faction instead, with no luck. Again, the improvement just dis
[quote who="Galahed" reply="7" id="2743693"]2Wintersong hm, i don't create new techs, just add some prereq for existing Maybe it good idea, and you be interest too. Suggestion simple: Atm techs get very easy - so if you want get superior weapon - you spend about 5 breakthrough and get it. I am added links warfare with other branches, for example: Blunt_Weapons_Amarian - required Blacksmithing_Amarian addit
Well, if you change to your faction name, you won't be able to select the faction to play a game. At least right now, you HAVE to have allegiance to either Kingdom or Empire...at least to play a sandbox game.
Weird title, but whatever. Anyways, I am creating a new race/faction (I did both), and want them to play completely different than any other race. Now, I've been able to create the race and faction, like I said, and even the new tech tree. However, I can't seem to get it to take the new improvement list. I basically took KraxisSpecificImprovements.xml and copied it, and made a couple changes to reflect my new race's name, and tech tree and whatnot. It doesn't quite work for some reason. Well,
[quote who="Valentine82" reply="2" id="2743521"]The problem isn't that there aren't guides, the problem is that people aren't sharing where the code they changed was located. Think about it, put yourself in the shoes of someone who doesn't know the location of absolutely every file and string of code, who comes across a mod that does something similar to what he wants. Maybe he'd like to go poke around the file and change a few things too, that's the best way to get started, but he has no way
[quote who="Wintersong" reply="2" id="2742972"] quoting post I basically (for now) copied the trog tech tree, then changed a couple of the basic improvements to see if it works. You would need a copy of Techs_Trog.xml and TechTree_Trog.xml, also change any _Trogs reference to _WhateverNameYourRaceHas [/quote] 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 tired
Has anyone succefully done this? I've created a new race, and faction. I want them to follow a custom tech tree. I basically (for now) copied the trog tech tree, then changed a couple of the basic improvements to see if it works. I also created a seperate xml for the race itself. In the faction xml, it's linked to the internal name of the tech tree properly. Is there another xml I have to look at? This is driving me nuts.
Nevermind I got it. I guess when it searches for mods, it doesn't go into subfolders.
I'm trying to create a new race...not just a faction, but a new race. Anyone done it yet?
Isn't there one for increasing movement speed? I'm trying to create a tech that increases all of your units movement. Think this is possible?
This mini map thing is weird. Maybe there's a limit to it. I've created other maps, and it works fine. I tried one of the large maps through impulse, it works fine.
*bump*
Well, not quite factions. I was wondering...is it possible to make another...group (for lack of a better term)? And by group I mean like another Kingdom or Empire? I want to split out a completely different tech tree including the original buildings to start. This is the only way I can think to do it. Any ideas? Also, is there a way to restrict certain city level up bonuses to certain factions?
Ok, so I wanted to try out a very large map. So, I created a 20x20 one. Heh, this thing is huge. I only wish my machine could handle it properly. I tried to go for the epic, everything's huge feel. There are a couple of huge forests, mountain ranges, deserts, and swamp lands. I'll be adding to it, and probably have some custom tiles to go in it as well. Oh...don't click on the minimap when playing it....it crashes the game. At least for me it does. <a href="http://dl.dropbox.com/u/894