GFireflyE

GFireflyE

Joined Member # 4452479
140 Posts 2,588 Replies 1,369 Reputation

Good Morning all Another update. Played a dozen or so games to turn 100+ as I was tinkering with Parrotmaths' wondersbase mod the other day. Noticed that I was getting overall less Iron Ore with the Rarity set to 250 BUT was getting TONNES of crystal. I figured that the must be something in the Rarity relationship...that since crystal was set to 300 that it would now plop more than Iron Ore. I decided to combat this by reducing crystal down to 250 as wel

32 Replies 31,958 Views

[quote quoting="post"]*** Unreleased *** Monster behavior overhaulted (won't just walk away from lairs, won't attack player cities from wild lands, just lots and lots of goodness here) [/quote] Awe....I really liked monsters coming out of the wildlands and taking over your cities... [e digicons]:S[/e]

46 Replies 50,133 Views

[quote who="Alstein" reply="1" id="3372115"]Nice AI changes. One suggestion for an option: randomize AI personality. Also, under this option, relation modifiers that give away AI personality should be hidden from the player, even if it gives a false value to relations (warmonger AI that is really -2 should look like +1 to the player though the AI will act as if it's -2) This will keep the player guessing. <b

46 Replies 50,133 Views

Good Morning Parrotmath. As an FYI, I've taken the liberty of modding your wonderbase mod to have an 80//20 production split for the base//wonder as well as changed the Fame to 5//25 respectively with the acception of the MerchantCross and Ironworks which only provide 2//10 respectively. So far, from testing, I've been pretty pleased with the results. Got a question about hiding in the hiergemenon.....seems that because the world achievement exists in 2 loca

191 Replies 533,534 Views

Awesome list Frogboy! Do have one question....maybe it's already an option (and I'm just blind), but is it possible at the beginning of a game to select 'random AI personalities'? I really hate knowing what AI plans to do all the time. Granted...some AI is better for some strategy....Yithral and war for example, but sometimes it would be nice if Yithral surprised me and went for Spell of Mastery...

55 Replies 152,076 Views

Talk about your unusually small baby steps... Okay, I'm really getting hung up here. I've successfully created a 'lesser' weapon for my Lesser Catapult unit in CoreWeapons.xml. However, as soon as I deviate from BasicCatapultAttack on either gamemodifier, then problems start to arise with the ability being locked out, basically giving me the tooltip error "This attack is not available...so you'd better not be seeing this tooltip anywhere." &nbsp

844 Replies 1,926,472 Views

Good Morning all Small update. Don't think reducing the MinPerPlayer from 2 to 1.5 worked.....still seeing alot of Iron Ore sites popping up at the beginning of the game. Will try reducing it's Rarity from 300 to 250 next. Edit: Alright...I must of started about 50 new games today in an effort to figure out my catapult mod. During this time I've also been changing the Iron Ore variables, specifically the MinPerPlayer value and t

32 Replies 31,958 Views

[quote who="parrottmath" reply="74" id="3371427"]See if you can change the class name Catapult Catapults are devastating on the battle field but are extremely slow and expensive. Their attacks damage all units within a 1 tile radius.

844 Replies 1,926,472 Views

[quote who="DatedSandwich" reply="71" id="3371414"]Ah I see what you mean :/ I have no idea why it's like that. It may have something to do with 1 on the catapult units? [/quote] Could I get some confirmation? Does adding the Watertower actually add a catapult to the city defense?? Also, I'm now at the point where I believe I've successfully separated and created the new Lesser Ca

844 Replies 1,926,472 Views

[quote who="DatedSandwich" reply="69" id="3371399"]I imagine the splash damage is in CoreSpells.xml where you've found it. The code that adds a catapult on the watchtower is thus: Code: xml CityDefenseSummon SummonUnitByClass 1 +1 Catapult when Defending Catapult</UnitClas

844 Replies 1,926,472 Views

Good Morning I'll post here as I didn't see this questions thread until just now. XD I'm working on putting together a 2-stage mod for capapults. I don't think I'm duplicating work as I have not yet seen a catapult mod online... Thread showing the first stage is here: https://forums.elementalgame.com/445727/page/1/ To date, I've successfully attached the Lesser Catapult t

844 Replies 1,926,472 Views

[quote who="parrottmath" reply="3" id="3371384"]I'm sure it is a bug, but the rivers are such a touchy issue with most maps. Do you have a screen shot with the river problems? [/quote] Easy enough to get, though don't see why it's needed. Every river tile in the Asag isn't River tiles....they're Plains tiles.

9 Replies 13,393 Views

[quote who="Heavenfall" reply="3" id="3371385"]No, when it comes to overwriting techs you need to do so in the installation directory. [/quote] K, then the package will become a simple zip file where you target the data/english directory.... Still working on the Lesser Catapult....gotta finish that before uploading this balance mod...

4 Replies 3,521 Views

[quote who="Heavenfall" reply="1" id="3371287"]I think you should create one topic with easy-to-install instructions for the mod. The modding community (modders and people using mods) is very small so you are unlikely to get much response from mini-changes like these. I say this next bit just to give you some perspective. Please take it only as advice and not me being hostile in any way. Who's going to start a new game and play it through just to test one tech

4 Replies 3,521 Views

Maybe....was my first time conquering the Asag...so I guess I don't know any better. Just thought that river tiles should be....you know...river!?!

9 Replies 13,393 Views

Good Morning Yet another thing that I am looking at for this game is the addition of a Lesser Catapult unit at an earlier stage of the game. I was thinking that this lesser machine of war would be attached to the Drills tech. Naturally, since it is appearing so early in the game, the unit itself would have to be significantly simplified. So far, I've pretty much halved the attack and piece damage the catapult does. I've halfed the construction cost too. Howe

12 Replies 9,883 Views

Good Morning One more change for the magic tech tree if you are all willing to indulge me. It's been often commented on that the casting of the Spell of Mastery is too easy a victory in this game. Now that I'm realizing the potential of modding, I've been attempting to make game 'balancing' tweaks in hopes of more fun and entertaining gameplay. What I've proposed is to move the Book of Mastery tech one spot further down the tech tree, ha

4 Replies 3,521 Views

Good Morning I've recently been looking at the position of the Glyph Stones tech in the Magic tree as a consequence from a prior conversation I was having with Trojamic: https://forums.elementalgame.com/445569/page/1/ What I've proposed is to move the Glyph Stones tech one spot further down the tech tree, having Arcane Mastery as a prereq. Consequently, I've set Arcane Mastery with the additional p

0 Replies 1,664 Views

Good Morning Okay, I've successully changed the tech tree so that the following happens: Moved the Rush Production from Civics tech to Administration Tech. Reduced the Civics Tech cost from 10 research to 8 research (same as Restoration tech cost now). Reduced the Knowledge Tech cost from 10 research to 8 research (same as Restoration tech cost now). I have made these changes in Techs_Amarian.xml. As far as I can tell this i

14 Replies 8,122 Views

[quote who="Azunai_" reply="19" id="3371168"]the mages would be less problematic if heart of fire and aura of grace weren't in the game. i think those two buffs are the bigger game breakers. i mean, seriously, units from a 3 essence fort easily outperform basic units with gear that is one tier higher. also, i think it wouldn't break the game if those mage units actually used mana to throw their fire/frost bolts. maybe 1 mana per shot for each figure in the unit. they

21 Replies 34,365 Views

How do I manage taxes? I rewrote them. XD (I think they work much better this way, but definately welcome the opinion of anyone wanting to test them out.) Here is the copy/paste for TaxRateDefs.xml DisplayName DisplayName <

3 Replies 9,391 Views

It looks like your second city isn't understanding that it is now contigous with the capital and still is charging you to -15% unrest penalty. Looks like a bug. You able to post your save for SD to look at too?

6 Replies 2,807 Views

Is the city cornered is specific terrain? Often, if the city cannot expand, then the options for building are removed from the list. If that is the case, you may need to do some raise/lower terrain to get some more settleable land.

3 Replies 6,800 Views

I'll continue with the next ability....the Despair Spell. I gotta say. WHAT IN THE WORLD?!? Currently I've been considering reducing the damage from 3 lifesteal per level down to 2.5 lifesteal per level. The resist would also decrease from 2 lifesteal per level down to 1.5 lifesteal per level. Thoughts? Comments? In it's original state, isn't this spell just a TAD OP? (feel free to put me in my place on this one too guys)

9 Replies 8,540 Views