Xiwi

Xiwi

Joined Member # 4227712
16 Posts 60 Replies 9,180 Reputation

Added a third middle level, it's the same as deity, but economic multiplier is only 9 instead of 20. Thanks for the feedback, seems you're really experienced with tweaking the difficulties. Same file name, to not confuse people looking at other posts: http://dl.dropbox.com/u/2613529/Elemental/ImprovedDificulty_ReckoningAndDeity.xml

6 Replies 5,488 Views

Thanks for playing with it Dante. Actually yes, download last version of the mod and youw ill have a nice surprise, then you get: - Normal housing for Fallen - Extra cheap fast build low pop houses - Very difficult to get sunken city raises max to 1K directly. You may win the game without being able to build this unless you concentrate on getting diplomatic capital. That tile has many o

29 Replies 105,073 Views

It was a work in progress in 2 different ways, I realize I failed to explain second one so it didn't make sense: 1) Lazy one way (this is for me): I was going to leave only basic buildings as stated (still needed to recheck which resources didn't require techs, just in case patches changed anything, you just did that for me with kingdom buildings). It's easy enough to do this so I will do, even if not planning to use right now. 1.b)I could also include alt designs

19 Replies 13,285 Views

Too late, I already did it (and tested) for the 5/6 starting buildings. AFAIK if the modtype for the ability bonus isn't player, it won't show in the faction editor. I'm almost sure it's required so this isn't very meaningful. Sounds like an alternative, you failed to point the real good part about your solution (and stupid me.. I actually played with unlocktech abilities in the past and didn't think of this, I should really get some sleep). The nice part is that unlocked

19 Replies 13,285 Views

All of them? Code is wrong? You can't download them? Do you use the last hotfix for the game? Do you put them in your Units folder? Maybe they don't work right in other folders, I always use them there. Roads one, sovereigns regenerating more mana and diplomacy one weren't tested thoroughly. The rest do work at least for me. One more file, City lvlupbonuses, now you can upgrade food, prestige and there's a new bonus that exchanges gold for materia

6 Replies 5,488 Views

[quote]Well. For my Undead Rising Mod, Notice I have the Undead Keep replace the basic Main Building the fallen faction would normally use. How did I do that without having it replace the main building for every fallen faction? To be honest, I didn't. Dhuran did. How did he do it? I'm not entirely sure but I'm working on replicating it for other buildings I'm still making tiles for. I would say to check the XML for how he did it with the Undead Keep that replaces the standard main city buildi

19 Replies 13,285 Views

Actually I think I don't fully understand Solution E... wouldn't it have the same problem as C? needing all core factions to be edited (no one can mod them anymore, then) and breaking the campaign? The more I work in this, the more I find problems or ignorance on the proposed solution implementation... So changed my mind again, I will stick with option B or actually redesign the building to be really new and different , as it's the least intrusive one and compati

19 Replies 13,285 Views

Answered you in the other post, finally. I agree to stick to Solution E being the best option. Edit: Actually I made up my mind and will forget about replacing basic buildings, choosed to make the building have more unique effects Updated first post with extra details and screens, the link remains the same, as I'm using Dropbox, but the mod has been updated.

29 Replies 105,073 Views

I will rephrase each option to get a more compacts idea of the options: Solution A: Redefine all buildings and restrict old ones Solution B: Redundant new buildings with the new appearance Solution C: Tech requirements Solution D: Not modding resource tile improvements, only 5 basic buildings need to be defined then Solution E: Duplicate building references restrict version 1 to race, restri

19 Replies 13,285 Views

I meant having the same one twice, actually Ok, the only building remaining seems to be the moneychanger for some reason, I may have missed it or have a modded copy for some reason Testing kingdom now ;) Also let me know how to give you more karma :P you really deserve it for all the work in modding. Edit: yeah I'm a bitch and keep editing all my posts and forget to mark them as edited, I'm used to the forum doing it automa

29 Replies 105,073 Views

Hmm now this is EPIC (epic complication as I can foresee each modder choosing one of the solutions for ultimate chaos xD) I've read trhough the topic and cannot make up my mind, guess I'll have to reread it a lot of times and meditate about it. I'll comment there when I make up my mind and do some more tests. Stacking same requirement should give no problems I think... I will be testing that as well.

29 Replies 105,073 Views

Absolutely true.. I wonder how I could've overlooked that, quess I saw there was a prereq there and thought I had it done right. I have to admit I rushed the release, because otherwise I wouldn't ever consider this suitable for release and I didn't like the idea of teasing with screenies only :P I'm thinking about keeping my workaround with the tech requirement for utility buildings with new mechanics AND using the race requirement mostly for cosmetic changes like the house replacemen

29 Replies 105,073 Views

- Basic factions of the game get startegic mana regeneration of 3, may conflict with fixes to those factions. http://dl.dropbox.com/u/2613529/Elemental/Mod_CoreRaceConfigs_manareg3.xml - v1.08 fix to bows (So they don't do max damage all the time), credits to impinc for 99% of the work (Did a minor fix only). http://dl.dropbox.com/u/2613529/Elemental/v108fixbows.xml - Faster Roads: http://dl.dropbox.com/u/2613529/Elemental/

6 Replies 5,488 Views

[quote who="Xiwi" reply="4" id="2783457"]Ok mod is up, screenshots as well. Please consider changing RaceClassification to Fallen. It is the variable that responds to a check against Race Fallen and I intend to release a library in a few days that will mod all standard buildings to require their respective "race". The purpose will be that th

29 Replies 105,073 Views

Ok mod is up, screenshots as well. Updated some wrong information as well, I had more tiles then I thought. Thanks for the karma and the kind words! I hope you enjoy using it. You can count on me playtesting it, now that release version is out I plan to finally play a full game with them. I hope I'm not forgeting icons as the last time... as always if you notice anything missing, just tell me. There are no dummies, all defined icons do really exist.

29 Replies 105,073 Views

INTRODUCTION: I tried to create a race, that would offer an original gameplay experience compared with the clonic factions we have right now with the ingmae editor. I used my favourite race in MoM, the lizardmen, as bace concept: a race which grows quick and has good map control due to being amphibious. I ended up mixing some concepts from Lovecraft's Cthulhu to spice things up as I like them and fits with aquatic race

29 Replies 105,073 Views

Thanks for the reply! Well the spirit working perfectly in all aspects may even be impossible, I'm mostly worried about the AI moving it outside cities, not being fixable. Maybe when the AI gets improved in further patches... I implemented it after v1.08 as you can't make organized sovereigns anymore so they will have to stay in the city ;) Anyways it's only a 10 hp, 10 attack unit, nothin unbalancing, just wanted to give the AI more early defences. Be aware the AI will

4 Replies 4,173 Views

Re-uploaded zip with icons at the time of this edit (I hope the edit time shows :P), like 5 min after this post anyways To install you must unzip this in the Elemental folder inside your personal documents folder, respecting the structure. I guess it also works if moved to mod folder or putting it all together without sub-folders in the Units folder (the game won't read custom xmls in sub-folders ). Let me know if you have any feedback or hate mail ^_^

4 Replies 4,173 Views

This new one per faction/player building will grant you some interesting gameplay features: - A real feeling of having a capital city, ever found your starting city to be underdeveloped and meaningless? This is for you - Fully implemented AI priority to use it, this will be the first thing they build, so you will on equal grounds with them or you can handicap yourself for a more defying game. I noticed the AI, would only

4 Replies 4,173 Views

A building placeable ONLY on forests, which gives materials as production. It also does clean the forest, so you can use the other tiles afterwards. Can be built by Kingdom and empire factions. It uses resources that were commented/unused in original game xml (Industrious races were supposed to be able to build a version of these, but wasn't working for me) . More details in the comments of the file

7 Replies 33,510 Views

Updated! sadly seems I reached some kind of size limit or another problem, that prevents me from editing again and correcting some formatting annoyances. I may try erasing some of the embedded lists and see if that fixes the problem, when there's interest.

1 Replies 3,802 Views

Actually the influence trait isn't broken, the effect is just too small. I tried upping the value from 1 to 1K and the influence ring goes crazy as it should :P. Or at least id did in v1.07, maybe the unbelievers can test this. Kalin> how do you know Royalty is supposed to work that way? I always thought it was about doubling prestige. There's even a mod, that makes royalty for champions work. I think they give +33% prestige on stationed city. Yes there are some wort

13 Replies 10,938 Views

With the last patch (maybe happened before?) I noticed bows ignore dodge stat (was hitting 100% of the time against 1000 dodge)

22 Replies 13,487 Views

Someone said X-com total conversion mod? [e digicons]:D[/e]

60 Replies 214,800 Views