abob101

abob101

Joined Member # 4285510
83 Posts 1,017 Replies 24,444 Reputation

Cool that's great thanks, glad it works ok! The Archon needs a lot of polish, it was pretty much the last unit I put together and I couldn't quite get it looking how I envisaged it. Will revisit that at some point. I envisage tweaking the new unit types gradually now... to balance them a bit better, and to add/modify abilities... so any feedback much appreciated. Cheers. Edit -> Oh yeah, that string not found.... it's the descr

52 Replies 201,563 Views

Hi all, OK, I finally seem to have gotten most of this working and I have a beta version if anyone would like to try it. Everything is functional, there is a few things I'm not happy with yet, mostly a few of the units but they are workable. Also haven't finished some of the unit descriptions. But it's playable in the current state. I've done some testing and it all seems to work ok but would really like feedback if anyone has a the chance to tr

52 Replies 201,563 Views

Yeah agreed i'm all for permadeath on Henchmen if it doesn't cause too much trouble for the AI.

6 Replies 12,681 Views

Hi all, Anyone know a way to get the Sov to generate X amount of a resource, specifically a custom global resource? Looking for a way to do this without manually editing each Sov. The best I can think of is to mod all the Champion History abilities so that each of those generate the resource. But that's a bit crap. Cheers.

2 Replies 3,775 Views

[quote who="parrottmath" reply="13" id="3368701"]Quoting abob101, reply 12 Quoting Borg999, reply 11What program would I need? GIMP http://www.gimp.org/ Also might need to be able to read .dds files as well[/quote] Good point, forgot about that... get the DDS plugin also and you're good to go: http://registry.gimp.org/node/70 &nbsp

844 Replies 1,926,033 Views

[quote who="Borg999" reply="11" id="3368674"] I'd like to mod some magic items using existing artwork, and just change the color to distinguish it from other items. (e.g. change the color of a swords hilt). How do I do that? What program would I need? [/quote] GIMP http://www.gimp.org/

844 Replies 1,926,033 Views

[quote who="merlinme" reply="7" id="3368439"]how do you actually know that the cities are not constructing anything? Are you basing it on what it says on the worldview?[/quote] If you use the cheats to turn off the fog of war you can open the AI city and see if they have built anything. They can't build anything in 1 turn in any case at that early stage of the game. Strange thing is, i've just re-enabled mods and done a few more tests while i'v

11 Replies 50,607 Views

@Frogboy - this is great to hear, if you haven't already definitely checkout this thread " No Fog-of-War AI Evaluation" as there is some good feedback on AI starting actions: https://forums.elementalgame.com/445389/page/1/#3368424 Cheers.

101 Replies 554,571 Views

OK i've done a test, and unfortunately I have to say that I had similar results... not quite as bad but definitely highlighted some issues. Pretty much same thing as you... the AI sometimes takes ages to get construction going. For my test I used Challenging AI and these world settings: Game Settings Normal monsters Medium World Temperate Map Type Low Wildland 3 AIs - Markin,

11 Replies 50,607 Views

Hi all, OK so I just about have an alpha version ready for a new Summoner path. Got most of the mechanics working now just doing testing and cosmetics mostly. I've got a whole new trait tree just for the Summoner. It basically replaced the bottom half of the Mage Path with a dedicated Summoner Path that you can choose instead. So..... this kinda leaves a Mage Path that is half kinda useless. Now i'm thinking about creating a second new path, p

3 Replies 3,898 Views

[quote who="halmal242" reply="8" id="3364817"]Aye so you can change the names to say a category such as magic then for each trait tree within that tree you would then have a second prereq for the specialization it is for. So you could in theory have a nature magic tree a fire magic tree or any other kind depending on how you set up the initial prereq.[/quote] Can you elaborate, not sure I get what you mean? If I understand what you're suggesting, I d

13 Replies 18,020 Views

You could definitely have 2 completely different versions of the same path using the Allegiance prereq. Can't think how to split the Sov and Champion paths though. I have some new paths that are intended for champions (and not Sov's) but haven't been able to stop them being chosen by a Sov. In fact i've had a pretty good go at it and can't find any way to restrict access to a Path at all :-(

13 Replies 18,020 Views

[quote who="Heavenfall" reply="15" id="3364306"]No, I was testing from the mods folder.[/quote] Well bugger me this is a strange one.

21 Replies 14,175 Views

@HF - my money is that you have tested it in the core folder? Just tried it here and found it worked for me if you put the UnitType in your core file location, but doesn't work from the Mod directory. Edit - "Firefly" worked if you tack him on the end of the CoreUnit file too. Bummer - add this to the mod insanity issue list :-(

21 Replies 14,175 Views

Thanks for the ideas (i've added a Blink Dog and Storm Giant). Still working on this... It's coming along ok, just taking a bit longer than I thought... creating a few more monsters than I initially planned which is taking time... and had a few other ideas that i'm adding. Will post some more info soon.

52 Replies 201,563 Views

Pretty sure it's in CoreSpells.xml Swarm Bonus When a unit attacks, they get a bonus from allies that surrround their target. Unit UnitEnchantment <SpellTy

3 Replies 3,678 Views

Hi all, Does anyone happen to know if this type of thing: CityDefenseSummon SummonUnitByClass 2 4 +2 City Defender Groups CityDefender works as a GameModi

1 Replies 2,721 Views