Been gone awhile, gave up on it just curious if the AI is actually worth playing a game against yet?
Jam3
Well it actually applies to all tools in the toolset. But you are actually right there is the discussion of restarting the game to see changes in a game and the restarting for the toolset, the former is an tolerable the latter is a nightmare.
I just want to BEG every other Elemental modder ou there to take these issues seriously and give them alot of weight. I know most of the mods right now are being done just through the xml and focus on data/balance with some minor content texture replacement and the like. There is a potential rich world of content modding with these tools, creating stamps for more random maps, creating more static maps, creating all sorts of interesting props and particles. For instance I looke
I just threw out 90% cause thats more my own frustration level with it. Ok so 90% of anyone making maps or stamps maybe thats where the main rub comes from, you make one change to a map and you want to save and see it and do any versioning, restart the client. It is beyond frustration. And one simple button that ran the event/function that loaded the xml on game startup,put into the tools and invoke a refresh, would fix the issue. And I appreciate t
And 90% of the reason people aren't going crazy making mods = this problem. Once I finish up the stamps im working on im done til this is fixed, the constant reloading of the client is infuriating.
I am back just bought the map pack.
[quote who="Frogboy" reply="80" id="3282641"]The problem I've been running into is that if I, say, replace the factions or something (key word: replace) and put that XML in the mods, they don't necessarily get picked up. The way it should work is that anything you put in the mods directory would replace any objects that are in the main directory IF use mods is on. I consider that a bug.[/quote] Whatever the function is that runs on the client_st
[quote who="thadianaphena" reply="73" id="3282405"]im having serious issues with the map editor - it just feels alien to me. I try to place a starting location or a river and it just all goes wrong. Hopefully i can figure this out so i can make my world map. Once i get the map constructed i can start looking at triggers and quest placement.[/quote] Welcome to my world. The problem with the starting positions is most likely because you have hit save or created a bl
[quote who="sargittar" reply="65" id="3282260"]The same can ( and sometimes is ) said about C++ and notepad.exe, the biggest reason we need for creating some automated tools is to save time. Currently a handful of dedicated modders that mostly have years of experience create really nice content, however most give up after having suffered through their first few hours of copy pasta. This creates a learning curve comparable to eve-online and dwarf fortress.[/quote] C++ =
[quote who="giskarduk" reply="46" id="3281766"]the game and wont be modding it for a little while longer but when I do I am thinking of going straight in to my Context Editor since I am old school programmable text editor sort of modder. Tools are great but they usually have limitations and bugs. Not sure how far my approach will get but I look forward to tryin[/quote] Yeah you have to start trying to create assets before you can comprehend the magnitude of what I was s
To be just completly honest the most painful thing right now is having to CONSTANTLY reload the client anytime you save an asset in order to see that asset. They desperatly need to have some way to reload assets that are created by the tools, or manually modded outside the tools, without exiting and restarting the client. It is a massive time sink. From a versioning standpoint its really crazy. Also I think this is what causes all the start position and other tile modifiers to stop
[quote who="ins2" reply="47" id="3279012"]Hi Jam3, Can you please give me the exact changes needed to improve materials, grain and essence tile yields specifically for river / forest tiles? I am interested in changing some of these settings in one of my own mods, but I'm having a hard type deciphering TerrainTypes.xml and understanding which variables to change... Thank you in advance, INS[/quote]
Hey all thanks for the kind words. I have about 20 or so stamps and have gone through the canned stamps and turned several of them off as well as figuring out how the frequencies work. I was holding off until the map pack dlc was released cause I wanted to see how they were deisgning stamps in the new dlc.
The land could be Fertile_Land. Both Fertile_Land and Plains are named Plains in the XML. So its entirely possible that you see a creature lair with tile props that doesn't make it look like normal and when u mouse over it says plains-grassland or plains-fallen and once the lair is removed theland that was there is fertile_land. If you want to check this copy the terraintypes xml to your mod dir and change the displayname for Fertile_Land to "Fertile" (or some
Let me qualify that it ignores it more specifically it is not on any of the stamps and doesn't show up in cartographer, it might be possible to manually do it but it would be a massive amount of work and I don't even know if that would work.
You cannot add new terraintypes through the xml. If you do add a new terraintype it is just ignored and the environments are hardcoded. A way to work around this problem would be to create a new terraintype and add the GEM yields in TerrainTypes.xml but that doesn't work. You could add them to the default types and have the whole world awash in GEM, was that what you did in EWOM?
The first thing you need to do is in your mind, or in terraintypes.xml rename fertile land to "fertile" or else it will be labeled the same as default land (Plains). There are two layers to terrain the underlying land and the overlaying environment. 3 base lands Fertile (I renamed this you can see in terraintypes.xml Fertile_Land is named "Plains" which is very confusing Plains Rugged 3 environments </p
I am not saying Hayden is a brilliant actor but he was good/capable just watch "Life as a House" which I was somehow saw before Ep II and when I heard he was cast thought he would do well, he didn't. But the dialog was crap and he had literally 0 chemistry with Portman. Portman is a great actress and she was also miscast and her performance as padme/amadalia was stiff at it's best. I have tried thinking of actors who could have done something with the terrible dialog of Ep II an
The floating river_cliffend bug, i hate that one, along with rivers on stamps sometimes merging into land and not water.
[quote who="feelotraveller" reply="40" id="3268299"] Okay, it's ugly but by changing the internal name of xxlargemap to largemap I got my 7 tiles minimum distance between cities. There is obviously a more elegant solution i am missing as the renamed largemap (bigmap) reset to 6 tiles. I was not able to get an entry for xxlargemaps in elementaldefs to have any effect. [/quote] Be careful your treading into "lets see what happens
Yes there are definetly similarities to arda in the first age. http://www.tolkienforums.com/firstagemaps.htm
In a battle I could win with no problems if I did it manual but went auto instead for speed and it goes terribly wrong I might reload and play out the battle manually. Aside from that I don't reload a save unless i have e genuine misclick or bug.
Star wars is an great setting and the aesthetics are incredible, to me star wars was the incredible art of Ralph McQuarrie, the original trilogy that unfortunatly took a nose dive with return of the jedi was still pretty good, the music alone makes those films great. Then Lucas proceeds to destroy the universe by -Destroying the mysticism and mystery of the force by introducing midiclorians -In your face christian appeals making Anakin have a virgin
[quote who="crimsongekko" reply="17" id="3263817"]so can we simply get rid of bad stamps without issues ( as simple as deleting a file ) or would it require modding?[/quote] Your best option is to copy the files to the mod directory and change the frequency to 0 that turns the stamp off. This is actually one of the few nice things I have found. Frequency of say 4 means a map could have that stamp repeated 4 times, 1 will make it unique, 0 means it will never be use
I posted this in one of the map mod threads but it should be here as well as these are the main problems with Cartographer and map modding/scripting at the moment. 1) having to constantly reload the game when using cartographer to reload assets (stamps and other files when you change them outside the editor) 2) the selection wand not really working and having to click 100's times to get a stamp ready to save, or give up and select tiles manually.