I've added a custom resource in one my experiments: UnholyMana. I can get it in the game and show it in the resource bar (and collect it), but I can't seem to get it to pick up from a element. I've tried setting ValueOwner="Player" and a half dozen other things. Has anyone else had any luck with this one? EDIT: Clarification on what I'm trying to do In this specific case, I've added a new Reso
Gnilbert
[quote who="SoonerToucan" reply="9" id="2747416"]Gnilbert, played with your mod this evening, its quite a bit of fun. Are you planning on keeping it updated? [/quote] Thank you! As a matter of fact, I posted a new version this evening (v0.6). It doesn't have a ton of updates, but some of them were kinda important. I added a link to that thread in the original post. Gnilbert
[quote who="Gravedancer" reply="3" id="2747300"] quoting post I've been banging my head up against a few odd barriers with some of the other things I'd really like to implement, or I'd have added a lot more. What are those barriers? [/quote] I've been obsessing over trying to get a sovereign talent that will let you have a specific Shard at your starting location. Unfortunately, at this point I'd pretty much just be guessing fu
[quote who="hairrorist" reply="2" id="2747286"]What if the staves scaled with shards as well? It'd be another way to make shards, allegedly the source of real power, even more valuable, as well as make an actually useful but not overpowered range weapon. [/quote] Currently, each staff does +25% extra damage per shard you control (of the correct element, though the death one counts total shards). If it's not working, just let me know! :) Gnilbe
You can download this version of the Mod HERE . This is an update to the original version I described and posted HERE . I figured I wouldn't duplicate the whole description, just the (few) changes: - Added support for female Sovereigns/Champions/Units for the elemental vestments - Tied the Vestments and Staves to the research tree. Now w
[quote who="James009D" reply="8" id="2746261"]Hey there, nice tutorial. Do you have any idea how a calculate value could be applied to a history or trait. Take the merchant, for example, how could I apply this: Unit &
There’s been a lot of debate around the issue of applying Attack and Defense between unit that are single troops vs. units that are composed of multiple troops. I’d like to take a fairly straightforward, mathematically sound approach to show what the equations “should” look like. I’m going to add two new stats I think are necessary to model the situation. In the next few sections, I'm basically just going to "show my work" for this equation: Ex
When I first started playing, I knew something was missing in the magic system, but I couldn't put my finger on it. Finally, it hit me: There are no ongoing spell effects. All the visuals are fire-and-forget. I bashed my head against this one for a while this weekend - but I couldn't find an example of where they've done anything similar in the xml. Has anyone else seen this or just know how to make it happen? (Or worse, if it can't happen?) &nbs
I feel your pain on this one too - I dug around for a good while trying to figure out what I could put in there to make it work. Unfortunately, it seems like the final Shard resources are something like ShardResourceType while the rest were just ResourceType. The naturalist talent's definition seems to expect the latter, making shard resources unreachable. If there's a way to do this that I missed, please PM me. I'd love to use this
[quote who="Lyonsfl" reply="8" id="2744726"]Just what happens when you have 0 shards because 0 times * anything equals 0 thanks [/quote] Good point - when I said the "default" value was 1, I really meant, "By default, when you have 0 shards, the value of NumFireShards is actually 1." When you have 1 shard, it's 2, etc. That way, they can safely multiply by "NumXShards" even when you don't have any without zeroing everything out. It does make it a bit counterintuitive t
@oddrheia: "You caught me!" I admit that in the earliest version, I'd just slapped the male robes on everyone . It wasn't flattering, trust me. I removed the "apply this to females" part, then just forgot to create the female versions. I'll put them in for the next version! Gnilbert
No worries - as a random aside, if anyone wants some space to try out other "Calculate" examples, I'll be happy to give 'em a crack, and I bet others who've read this would like the practice as well! Gnilbert
To really make you trust me, let me throw this out there: I don't know exactly what the code that's processing the Calculate elements is doing. As in, I don't know where it's storing its variables, if they're on the heap or the stack, etc. I am pretty confident about the inputs and outputs of the black box, though, so I'm going to try and keep this post at that level. If it sounds like I'm hand-waving some of the technical "why does i
Heh - all I needed to do was create the directory. When it didn't exist, I just stuck the files somewhere else at first. Thanks! Gnilbert
[quote who="lswallie" reply="18" id="2744199"]Question, Does the mod automatically alter the game or do I need to load it within the game? If so - where? Or do you download the mods within the folder in program files or in my games? I have two directories of the game [/quote] Here's what you do: First, in the Options screen, find the "Use Mods" option, and make sure it's checked. Close out of the game. On a 32 bit mac
In the long run, no. I admit I simply neglected in the first pass to include all the city definitions to include my weapons in their shops. You can still train units with the weapons though. I'll upload another version with that stuff soon, plus a few other odds and ends. Gnilbert
[quote who="DRavisher" reply="3" id="2743964"]Great that you've figured this out Gnilbert . I'll be fixing it tomorrow if a patch isn't out by playtime. Gnilbert can has karma! [/quote] Thanks! If you want more examples, I've included the fixes (for my abilities) in a simple mod I've posted about HERE . Gnilbert
[quote who="Wintersong" reply="9" id="2741387"]Very nice ideas. I'd call them "a must have", especially the Special Training ones. [/quote] The secret is in CoreUnitStats.xml. The passive abilities I note are simply attributes that all units have that appear to be marked "don't show the value to the user." I'm honestly not sure why, since they include cool things like: - Chance to avoid defense - Chance for double damage - Health/Mana regen in and out of combat<br
Wow! Thanks everyone for the feedback! I decided to go ahead and upload a subset of my (constantly evolving) mods. The thread where I provide the details and the download link is HERE . Gnilbert
I mentioned some of these things in an earlier post HERE . I wasn't planning on releasing this until after SD's next patch, but based on the response I decided to do it anyway. First, the disclaimer: UPDATE: version 0.6 is posted HERE . I did thi
DISCLAIMER: I am not a developer for SD. I don't really know exactly how they're processing the calculation elements. I'm inferring this behavior from numerous experiments with settings, variable names, and spell definitions. It's entirely possible that my "why" is a little off on a few technical details. But the fix works. There are two critical things you need to know to see how the bug happened: <span style="font-size: sma
PREFACE: I'm not yet ready to gather all the files and share them, since I'm expecting there's going to be a few big overhauls in the next week or two that will pretty much render my mods obsolete, but I wanted to describe them briefly, since I'm hoping some of those overhauls may incorporate the changes I made. I'd like to note that, much like the "Breath of Fire" spell I wrote a tutorial on <a title="Creating a Fire Breath spell" href="https://forums.elementalgame.com
I hate to bump my own posts, but with the lack of current tutorials and how-to's, I think it's important not to let this fall off the first page just yet. Gnilbert
Wow. You're my hero. That's probably the most well executed, constructive post I've ever read on a game forum post-launch. Karma for you. Gnilbert
(reserved for clarifications) ARGH. Anyone know why the highlighting on my code sections in Part 2 is messed up?