You have done some GREAT improvements to this game, thank you so much for your dedication, guys, Stardock lives to its words, and it's no small deed to keep its word in the industry... Some suggestions, if you don't mind: Tile working: what this game lack is the ability to work on individual tiles. I know I can improve some tiles already, but I would love to have workers sort of troops. Flanking in tactical combat. Surrounding an enemy unit should provide
cromcrom
Yup, tone Maul done please.
Thanks a lot for the link
Hi, you might want to add the link to the fast tut I made below, some people may find it useful, or improve it :-) https://forums.elementalgame.com/390528
Thanks a lot :-)
Sounds good. There is this kind of text adventures and quests in King Arthur, the roleplaying wargame from Neocore (which I warmly recommend). I think it would really add to the more mundane quests seen so far in Elemental. As for the UI modifications, I am pretty sure it will be really doable in the near future. I probably will add text adventures to frontiers, but it will be in the form of randomized conversations with NPCs.
That's perfect, thanks a lot :-)
Would you please add my "Frontiers" Mod, under the gameplay part ? As a definition, you could write that this mod aims at increasing the RPG part of the game, and the number of gameplay interactions with the world, with the use of numerous various skills.
Multiplayer, or solo ?
A) How will these skills translate into the later game? For example, what will "herbalism" grant you when you have 10 huge cities? Well, I think the "pleasure" of this mod will be more Sovereign RPG centered than "Empire building" centered. Anyways, end game, being a powerfull herbalist, you, as a player will be able to harvest the more powerful herbs of the world. It might not be very relevant, of course, and an empire shatering skill, but those are my fi
Some more details of what I would like to achieve in this mod: - High Sovereign/map interactions: the sovereign will have many skills (bounty hunting, lumbering, mining, building, forest knowledge, animal taming, hunting, herbalism, and so on): These skills will improve what he can do, and harvest, in the world, what he can do with NPC's, and so on. So the idea is that at the very beginning, the sovereign interaction
Hmm, sounds really like a theory, I think XML entries are defined in the file at some point, and you just can't mess around with entries. Moreover, where would that go ? I won't be trying ALL cases, would be too time consuming, but thanks a lot for the proposal anyway. I will keep looking for some sort of "treasure" or "reward" or "loot" entry.
1- I believe Folders names are irrelevent. I succeded in adding a new tile and tile effect by adding the XML files in the My documents folder. 2 - Start a new game, I also think. Trying to figure out what some xml entries are and do is indeed a real pain. I also hope it will change. 3- I am pretty sure there will be, and some entries on the forum are giving great details already. I think the modding part of elemental can become huge, given some python access. Just compare
Hi all, anybody knows where the definitions of the monsters loot is ? I would like to change some monsters dropping Gildar on defeat to dropping a few materials. I checked, but couldn't find it :-(
Hi all, this is my first step by step tutorial on how to add your own beautifull goody hut images to the campaign map. This tutorial NEEDS to be refined about many details. 1- Download a .dds reader or saver, like paint.net , that is great, free, light, and just does the job : http://www.clubic.com/lancer-le-telechargement-26919-0-paint-net.html sorr
Some more "goodie hut" questions please :-) DispName DispName,Description <!-- ** Core Artifacts ** -->
I checked, and your Magic and Blade mod sounds a lot like mine, especially on the professions level, although I plan to focus more on growing interactions level of the Sovereign with his world. I really look forward sharing some creative stuff with you :-).
Thanks ;-) So far, I would need a UI modification , with a "skills" tab for the sovereign, and a Crafting UI, where you would choose the level of the object to craft, and checking if you have the required components, and giving the cost of the object, and the number of turn required to craft it. I guess the sovereign would be unable to move for this time, and it might be needed to build specific buildings in order to do the crafting.
And so I did, but hardly noticed anything. And I also thought that playing around with many values could be time consuming, to say the least, while an enlightened explanation of the value, as there are many nice ones on this forum, would help. Maybe I am too impatient, because this game has a huge modding potential, and grinding to the final game, with no updates for at least a week, is getting on my nerves ^^.
Ok, thanks a lot. 1000 guesses won't make 1 fact, so maybe lets wait for a dev or more documented answer.
[quote who="cromcrom" reply="36" id="2709011"]PLease, what do these do ? 70 Land 1 3 5 Let me guess: rarity is the percentage it will appear in a given GAME Preffered terrain: well, where it w
Ok, thanks.
Excuse me, but you have no idea, nobody cares, or wrong place to post ?
PLease, what do these do ? 70 Land 1 3 5 </spa
Will the final release include the SDK and python part of the modding possibilities ?