[quote who="sjaminei" reply="165" id="3378259"] Two questions; I tried to add a tech in a standalone XML file, didn't work. Copy paste part of both "sources" in the Single player tech thingie. It's essentially similar to arcane armor in prereqs and all. [/quote] Tech modding is somewhat annoying. See here: https://forums.elementalgame.com/445598
EstyleS
[quote who="KaletheQuick" reply="20" id="3372237"]Assuming the minimums, Twice as many ore veins would be on the map, and those veins would produce the resource twice as fast as the crystal mines. In a fully developed world 4 times as much iron is being harvested than crystal.[/quote] That's "assuming the minimums" as you say. In my experience, there are always more than 1 Crystal Mine per player in a Medium or Large size map (haven't played enough smaller than tha
The first time I loaded the game, I had that crash. Then I went and updated my video card drivers. The second time I loaded the game, I had that crash again. After that, I have been able to play the game with no crashes... So, not a lot of help here, but do make sure that you have the most updated video drivers.
[quote who="DatedSandwich" reply="59" id="3371328"] I've attempted to make Wargs a trainable unit, but they will not appear in game and I have no idea why. I've created several mods that allowed new units before and they all work just fine, but Wargs are baffling me. Any ideas?[/quote] Maybe post the xml?
[quote who="parrottmath" reply="58" id="3371264"] Yes, but you can create your new tech tree where every race uses the new tree to your liking. Utilizing negative pre-req as well as the positive pre-reqs[/quote] You can't add something for "every race"*. The best you can do is add it to every vanilla race and every mod race that you know about. I know that's how a lot of things are done, but it's so inelegant... Even having the player choose th
[quote who="parrottmath" reply="56" id="3371254"] There is a way... take a look at the traits like No Armor or No Ranged weapons. These traits / weakness give restricted techs on the tech tree. In other words, you cannot see these techs if you have these traits. Also, you have the great axes or light plate shows up for some races but not others. You can use these pre-requisites to get a semblance of a new tech tree.[/quote] That won't work. As you know, you cannot
I have a feeling that this is going to be a tough one... I haven't figured out all of my previous modding issues - unfortunately it looks like few people have even bothered with tech modding so far, but I'm making progress and finding some workarounds. I'll start a new thread for my mod once it's even to an early feature-light Alpha stage, but still plugging ahead... What I'd really like is for a player to be able to choose which Tech Tree they want to
[quote who="Denigrate" reply="6" id="3371131"] PS: The AutoHotKey script is extremely easy too. Just put the following in a .txt file and load the file with the AutoHotKey .exe: w::Up a::Left s::"Down" d::Right[/quote] I ask just because I'm curious - y
[quote who="GFireflyE" reply="11" id="3371020"] Quoting EstyleS, reply 9 I usually choose Restoration first, then followed by Leatherworking or Civics, and then usually Shard Harvesting is close behind. Knowledge comes in usually just after those. I don't see a big problem with that - I'm not sure that every 1st level tech needs to be an ideal 1st choice, but you have to research it eventually. but every first tech should be a viable
Doh! Double-post. Hit quote instead of edit.
[quote who="Fallenchar" reply="8" id="3370975"] In FE, Knowledge granted Prestige, making it much more worthwhile. Now it's not very useful. The Study is too expensive, imho. If it were cheaper to build, Knowledge would be more interesting. I like the 3 Fame solution.[/quote] Not very useful? That seems odd. I mean, it's not generally a first tech pick, but you need it once you build your first Conclave, because otherwise your +% research bonuses d
If there was a flanking bonus, I doubt it would be facing-related, because there's no easy way to change your facing. It would probably be like D&D (4e, specifically, is what I'm thinking of), where it's assumed that a combatant can easily turn to face any one enemy, but get enemies on opposite sides or corners and you get the bonus.
You might want to use this acid attack... Unit UnlockCombatAbility SpitAcid1 Target enemy takes 1-3 damage a round for 10 rounds. (SpitAcid2 and SpitAcid3 are a bit stronger... 2-6 damage and 4-9 re
[quote who="EstyleS" reply="40" id="3370276"] Okay, I've been trying to figure this one out on my own, but no luck yet... Is there a way to have a tech give the player another tech on completion?[/quote] Doh, figured it out on the next thing I tried after posting... oops. Turns out the correct attribute is "UnlockTech". I guessed "GiveTech" based on "GiveItem" being used in a lot of GameModifiers in the quest xml, but those GameModifiers seem to have
[quote who="parrottmath" reply="75" id="3370297"]I've tried to do something along those lines and have failed to get something to work like that. I can implement a new resource like MerchantBazaar resource, that is required to build the national bazaar, but there would be no way to obtain this resource upon destruction of the national bazaar, and hence would never be able rebuild the MerchantcrossBazaar. Thus, the dilemma[/quote] Hmm... you obviously know way more about modding th
[quote who="brich1212" reply="37" id="3370154"] For compatibility concerns is there a way to say add a prereq to an existing weapon from a separate file? For example: can we add blah blah blah in a CustomWeapon.xml file and have it append to the full definition of "Shortbow_Tarth"?[/quote]
Okay, I've been trying to figure this one out on my own, but no luck yet... Is there a way to have a tech give the player another tech on completion? Two things I have tried: a.) make the second tech cost 0 (and have the first as a prereq) - this almost works, except that you have to actually select the second tech and end turn before you get it. I want the tech to be given for free, immediately. b.) Using a gamemodifier with "GiveTech" <Game
On a similar note - when I get ready to besiege a city, why does the battle start inside the city? Every city must have really poor defenses... [e digicons]X|[/e]
[quote who="parrottmath" reply="70" id="3370178"]So, the only solution I can think of to solve this would make it so that the loss of the world wonder, would result in your faction never being able to build it again. Not sure if that would be better than the ability to build the world wonder and the base again.[/quote] Is it possible for the presence of the wonder to block the construction of the base? Like RestrictedAbilityBonusOption can block items based on, say, NoArmor or B
I'm not sure my text graphic made any sense, but basically you would research enchantments, which would allow you to make like Fire Rings and such. And you would research Weapons. And if you had both Enchantments and Weapons researched, you could combine them. Magic versions will cost less metal, but not 0 metal, in general. I feel like in the current game, magic weapons are just way better than non-magic, to the point where if you're playing strict min-max,
[quote who="halmal242" reply="13" id="3370139"] This is something I attempted to address when I tried to make armor/weapons/training mod. As has already been stated it should be more of a weapon, then improved weapon design, and then a lightly enchanted weapon, and finally a heavily enchanted weapon. With this being iron => same iron better design => iron + little crystals => iron + crystal even of each.[/quote] I found the thread on your weapons mod today w
Eh, agree to disagree I suppose, but when I saw this complaint first (unlike Glowing_Ember, I have kept count - 3 times so far), after playing the game, it was the farthest thing from my mind that this could be working as intended. It just doesn't make any sense to me. Would it be overpowered for a unit to be able to attack and keep its defense bonus? I don't think so. You say that otherwise the Defender would just be pinging away for 5 damage, so since he mi
The game already has warhammers.
Resurrecting this one a little bit - I understand the time issue, and I will continue to ask specific questions as I have them (I'll use the modding questions thread from now on - sorry about starting my own thread for the last question), but this would be incredibly useful. Just to have a list of Enum definitions, header files, whatever... some way of knowing what tags and values are reasonable options other than guessing. A lot of it is gleaned by explor
I'm interested to hear the progress on this, but I have a question: What size maps are you playing? In the games I've played so far (mostly normal size maps), I've gotten a pretty balanced number of Crystal Crags vs. Iron Deposits, and usually am harvesting a lot MORE Crystal than Iron, though mostly due to targetting those spots and upgrading those improvements more heavily. I tend to end up with a lot of excess Metal, but that's just because I don't use the m