kosiam

kosiam

Joined Member # 4287402
5 Posts 50 Replies 5,103 Reputation

I finally got most bugs worked out, thanks to several people here on the forums! I should have been done sooner but somehow let myself get suckered into playing League of Legends with my old friend. Anyway, give this version a try and toss me some feedback.

13 Replies 14,119 Views

[quote who="crimsongekko" reply="12" id="3293143"]nice, I'm using your elementaldefs at the moment and I like it. only changes I made is starting distance between civs back to vanilla since I play with more civs than recommended ( 2, 4, 6, 8 ) and also distance between outposts back to vanilla ( 4 makes sense in theory but I prefer a bit more freedom ) any idea if new version will be compatible with Aetheria Astronomicon since that also edits this kind o

13 Replies 14,119 Views

Update on status: I think I have finally found a way to get this to work, and will be modifying the files when I finish the edit & testing. The answer was there from another problem but I never put it together until today. It is not near as easy to do what I want to do as I thought it would be ;D

13 Replies 14,119 Views

Yes I did, maybe I better make sure it has everything expected in the section then.

68 Replies 241,473 Views

[quote who="emmagine" reply="26" id="3286901"]the only problem I see with this, is what happens if you have the legitimate air apprentice? Will it pop up as an option to take the whole set a second time?[/quote] It will not as we disable the original magic schools by giving them impossible prereqs

26 Replies 20,904 Views

I am on the fence on this, part of it is good part bad, I do agree with the 'it is supposed to be hard to expand' but, the part that has me leaning the other way is preferential treatment. I have yet to see a monster raze an AI city. Mine? LOL the cities must smell like candy. I vote for let the monsters move their maximum movement per turn and make them treat AI & Players alike, then I can live with whatever.

25 Replies 8,539 Views

you can, even on steam. if you bought the game from Stardock directly you can use email or the website, don't remember exactly to register it, then play with auto-login disabled as I do. steam is a bit harder, you have to go online long enough to install and patch the game, then I would start a game even if it is just to go in for a second, exit, then tell steam to 'go to offline' mode as long as you do not tell it to connect normally it will let you play.

2 Replies 2,190 Views

I have read the responses and thank all for suggestions. I have played with this for hours since getting home from work. The findings are not good. I can not use the Air1, Air2 tags, they seem to be tied to the Air1Ability, Air2Ability etc. If you try then very strange things happen, prereqs and AdjustUnitStat quits working also. So I went with both having PotM in them and while that did not unlock the spells, it did go by the correct prereqs and incremented the unitsta

26 Replies 20,904 Views

The most fun I ever had was with Age of Empires II where you could make your own AI file rulesets. Some of those developed by users were amazingly hard to beat and sometimes you lost. Given that all of my games so far of FE resulted in me leading the 2nd place AI by a 2-1 margin makes me think the game would benefit greatly if access was enabled. We can only hope.

7 Replies 4,397 Views

I am trying to do what Kalin gave code for. I want 2 separate trees for learning magic, 1 is for path of the mage and the other for all other classes. By all rights the code above should work, but the unlockunitability does not work. All the rest works fine, we get the icons for Air1-5 but can not cast even one spell from that tree. I wonder if something is wrong with something I've modded in (as I've done quite a bit in other areas etc) and is why the unlockunitability does n

26 Replies 20,904 Views

I can understand that then, but since I need to enable the spells from Air1, Air2, etc, I thought I had to use Air1 etc. I searched the files for Air1 to see how they are unlocking the spellbook, but all I found is Air1 is the attribute in CoreSpells, making me use it (or try to). Would I need to copy all the original spells over to a mod file and use Air1PotM as the unlock key?

26 Replies 20,904 Views

Aye, the xml above in my last post is from the disable original calls. In my original post, you see the change I talk about... (from reply #6) this does not seem to work. I changed it back to Air1Ability and the unitstat_kos_air flag is being incremented.

26 Replies 20,904 Views

Thank you Heavenfall, I can see how that would work as it uses the same internal names as coreabilities in install folder. But that is the real problem as I need to intercept the process since I want the PathOfTheMage to have high likelihood of coming up while all other paths are very low. To this end I have created: &nb

26 Replies 20,904 Views

The logic is this... if I simply use the normal prereq of 'AbilityBonusOption' 'Air1' like in the core coreabilities.xml, it simply will not work with my new tag name of Air1AbilityPotM. So I decided to prereq it with a unit flag Kos_Air and so to make Air1 a valid choice it is prereq kos_air=1 and then we modify it to 2. (but this doesn't happen). Then it will be set for the Air2 prereq which is kos_air=2.

26 Replies 20,904 Views

[quote who="Glowing_Ember" reply="7" id="3286423"]the only thing i see missing is the following: 2 1 which is inserted right above the tag, under the tag try putting in the spellbookrank tag, i think it will behave then. I'm wondering if the spellbook rank tag serves a dual purpose:<br /

26 Replies 20,904 Views

I have a mod file that contains: Armacian Blood -20% the mana cost for tactical spells Ability_Affinity_Icon.

68 Replies 241,473 Views

I would support the design of the OP under a couple of restrictions. 1. It was incorporated as options, not mandatory to use 2. It was not so difficult to develop that it adds $ to the price of the game. Options are always nice. Keeps the replay-ability alive.

23 Replies 77,760 Views

I had a bug appear once where my armies died in the battle, but when it was over and went back to the strategic map it showed them all alive. Yet when I moved them, the ones that died just poofed. Could be a related bug.

1 Replies 1,278 Views

[quote who="SOLOSOL" reply="23" id="3285773"] Quoting kosiam, reply 18 I personally consider the tactic of kiting to be cheating, as it simply exploits faults in the AI. To use the kiting or luring monsters to avoid them attack a city, is like a monster awaken by an AI outpost that attacks your city. So you have to suffer for the AI's fault, but you can't do the same to avoid it? Nah, call it explot or whatever. But meanwhile monsters do not attack the outpo

41 Replies 54,441 Views

I can say for sure that it does work in spells also. But for some reason alot of things don't work as you would think in CoreAbilities. This code below does not set the Flag Kos_Air to 2 as it would seem to, even though it allows me to pick the skill Air1. Upon initialization the flag is set to 1 and I verify this. Unit_Level

26 Replies 20,904 Views

Thanks once again for fast answers, but sadly it does not work. And I am out of ideas on how to fix my problem [e digicons]8(|[/e] For some reason the prereqs of 'Air1, Air2, Fire1...etc' are being ignored and I am offered any ability such as Earth5 before any other Earth books. Quite aggravating! Back to the drawing board.

26 Replies 20,904 Views

[quote who="crimsongekko" reply="8" id="3285757"]movement boost and unrest penalty. the way I see it, it will just mean the early game will be even more about the sov, slowing down production and research doesn't make the game more fun imo. worse, civics tech will become even more of a no-brainer due to no innate growth from the sov. [/quote] It may be a bad idea, but without play testing, we aren't sure. I really don'

13 Replies 14,119 Views

So if I change the AbilityBonus internal name and retain the AbilityBonusOption names would I be able to use 3 separate ability sections with different prereq's and still assign the ABO correctly? I'm guessing by 'we can block the originals' = give them unattainable prereqs? Sorry to ask so many questions but I just can't seem to understand all the intricacies of the data formats and syntax.

12 Replies 14,138 Views