Thanks Bara. :)
Das123
[quote who="Gravedancer" reply="11" id="2770319"]One less thing for Das123 to complain about. (J/K) [/quote] Lol [e digicons]:grin:[/e] Thanks Bara. Working great. :)
If modders using the Elemental forums want to fix this I found a reasonably simple work-around through a Firefox plugin. Details are here: https://forums.elementalgame.com/396187 BTW, Bara or whoever else will fix this, the default font colour also needs to be corrected as well. I see that the style sheet was worked on recently so the old line numbers are a little out. Suggest now adding the .codeb
I don't think it is possible because the only way to build on the resources is by clicking the 'Build' button when the resource is selected. You would need to change this to show icons of your available choices. I love idea by the way. :)
[quote who="fsovercash" reply="2" id="2768553"]1. Concerning weapons, you need the huge leap to match armor. Armor comes in sets (chest, leg, arm, and optional shield). Since these each go up with each tech level, and you are adding 4 item, your defense goes up somewhat exponentially. You only get one weapon, so this has to go up to match equal tech level armor.[/quote] This is the point. The numbers in the game force an escalation like an avalanche. Reduce the escalation and make the
[quote who="MOIISKA" reply="1" id="2768532"]Yes, I disagree with point #3 comletely. #3 is what's at the core of Elemental. The reason there is no variety as you put it is due to lack of balance and umique identities for each faction. Like Gal Civ 2 was at the onset. Once that is addressed, the game will be unique each time you play.[/quote] Thanks for the comment. :) I think you have misunderstood what I meant in point 3 because you seem to be drawing
[quote who="James009D" reply="2" id="2768472"] Nice fix. Didn't know about this add on. Is there a way to modify it so the "list" or numbers don't show up when code is copied? [/quote] The editor used in the website is called TinyMCE and all it is doing is formatting an ordered list (so numbered by default). There is nothing we can do about this on the website end. But stripping them out is fairly simple if your editor can handle regular expressions. Most editors should be a
With each patch Elemental becomes more enjoyable but the game still plays like a run-away train due to balance problems. The most interesting part of the game is the very start where you plan your first city or two to make use of your resources. But after that the game just accelerates away where your player stack quickly becomes unstoppable. Then it is just a matter of moving around without any real challenge conquering all and sundry. Hence the term 'run-away train'. This is fine if you lik
Thanks for the comments. :) [quote who="felipecarmonabr" reply="14" id="2764301"]First of all..excellent Tutorial, it really made me want to mod something. Tried to mod a Wolf Den, but couldn't put it on game, the new file we have to creates goes to which folder?? And second question, the part of the Recruitable Golem, is it possible to design the golem with human weapons? Or even maybe in the future with their own items?? thanks a lot ![/quote] When you
Here is a test XML sample so you can test it... [code="xml"] This doesn't work because of the .alt conflict This works because there is not the .alt conflict This doesn't work Hmmm, the font is too light. This doesn't work <
As it stands at the moment, the site CSS is corrupting the way the code-view should be seen. We see when we should be seeing Hopefully this will be fixed soon but it does heavily impact on us modders because any code put into code-view is illegible. I got sick
Why is this so difficult to get fixed? [code="xml"] XML in forums is formatted with wrong style CSS precedence is not controlled so wrong code is active in code-view Modders can't easily read the XML</Impa
Love this idea!!!!! Simple, elegant, strategic, balanced and understandable.
First off, I'm sorry if this is spamming but this is just such an easy fix it should only take a minute or two to implement. A few days ago I put in a request and solution to have the XML code view working in the forums within the 'Forum Issues' forum. All that needs to happen is for the word 'div' to be added to line 102 of https://forums.elementalgame.com/Themes/Elementa
*Bump* Please, with Elemental being soooooo XML heavy in modding this is really important. Particularly as modding will be focussed on more heavily in the very near future. It is such an easy fix as well. If this is a problem is there any way we can put our own style tags in the editor to over-ride the formatting? I tried this but it didn't stick.
Hope it helps. :) I've now put in a heap of screen shots as well as a link to the completed files. At present the XML display in this forum is completely broken. It is a really easy fix and so I've submitted a request to get this rectified. In the meantime my apologies about the lack of legibility of the code.
[quote who="GunslingerBara" reply="2" id="2762370"]What URL are you specifically having an issue with? Depending on the site, the CSS changes drastically so unfortunately I am unable to help unless I know which site is the one with the problem. Bara[/quote] I had assumed that their was only a single stylesheet called 'style.css'. Now I can see you have a master stylesheet https://forums.elementalgame.com/cs
Looking good guys. :) Was there any word on when we will get the converter from Stardock?
Here is a link... https://forums.elementalgame.com/395711
Yes. It is the Elemental forum. But all my suggested change does is force the code to give precedence to the id rather than the class.
Chapter 7. How this might all come together. The premise behind this tutorial is to show how various elements slot in together and also to show how you can individualise the game experience. So the question is, why would you use any of this. Here is just one possible scenario... You want to build an elven race that can field amazing archers, build mighty ent units as well as summon some small sprite scout units. In fact, lets say
Hi again. This can be solved in just a few minutes. The XML display is seriously broken in the forums and the fix I mentioned above works (I tested it). Can someone please simply add #aspnetForm to the start of line 24 in the styles,css file?
I'm writing a fairly detailed tutorial on adapting mod xml files to make races unique with regards tech, spells, units, buildings and items. https://forums.elementalgame.com/395711
The .alt css command in line 102 of style.css is over-riding the .codeblock li.alt command on line 24. To give this (and the other .codeblock backgrounds) higher precedence you should add #aspnetForm in front. Eg: #aspnetForm .codeblock li.alt As it stands right now the code blocks are illegible. <br
Chapter 6. Custom Items - Mancer Polearms FTW! I'm wanting a special polearm that does a lot of damage and also increases combat speed. And I only want my Mancer units to be able to use it. Now we have already made sure that our Capitar race is no longer classified as 'Men' but is now classified as 'Mancers'. So we'll have a look in the core files and borrow some basic code. In particular we'll look at CoreWeapons.xml which already