jscott991

jscott991

Joined Member # 674992
13 Posts 65 Replies 724 Reputation

I remember reading about this before, but I can't find anything on it. If you have a party of units that is damaged in a fight, its graphical representation will reduce as men are killed. If you heal the unit WITHOUT QUITTING, those units will return as the HP is regained. If, however, you save the game, quit, and reload, then when you resume playing the party will be permanently reduced into a smaller unit size and cannot recover HP up to its old maximum. One wa

7 Replies 7,242 Views

A huge map with no resources is pointless. The experiences some people are pointing out clearly don't match mine, but there are also some inconsistencies in some of the arguments that the current setup is working. But that's neither here nor there. The maps should be bigger to allow more cities. The AI shouldn't start so close to players. And the maps could really use a LOT less wasted space for the little territory we do get. I'm starting to realize

58 Replies 34,558 Views

I wish I had taken screenshots of all my games. In most you can see the AI's zone of control from my capital because of how close they start to me.

58 Replies 34,558 Views

I don't think the Sovereign has ever been able to buy those items. I've noticed that with traveling boots in every patch so far.

8 Replies 7,452 Views

CWG, You really just highlighted the main problem I'm having with the game. It is shocking to me that on the largest map size available, I can really only expect to have about 5 cities. This really isn't an epic or grand game at all. But, that being said, I still think the game needs to be able to generate larger maps and support longer games. I'm trying to like this game. I'm trying to get into it. But it's just incredibly hard to enjoy.&nbsp

58 Replies 34,558 Views

Unless users can create templates for random maps, I've never found user-made maps of much use in games like this. The game needs to have the ability to generate maps that are actually large (not just called "large") randomly.

58 Replies 34,558 Views

[quote who="Annatar11" reply="1" id="2737666"]See this thread about how to satisfy your desire for huge maps https://forums.elementalgame.com/389679[/quote] That's incredibly complicated to follow.

58 Replies 34,558 Views

I assumed if I did nothing, it randomly picked races when I started a game. I'll watch this more closely. I started picking my own races to have more Kingdoms in recent games to avoid the early war problem. Still, don't lose the forest for the trees. The point is: Give us actual large maps. :)

58 Replies 34,558 Views

I only play on large maps and I've started a lot of games (because of patches, trying to learn the game, dissatisfaction with the map setup, etc.). The conclusion is pretty clear: I run into the AI too soon (even with just 4 opponents) and my empire ends up being 3-4 cities at most before I have to start thinking about war. This goes back to my earlier complaints about just how small this game feels overall (few cities, few units, small maps). Combine this with a hyp

58 Replies 34,558 Views

Please activate the Mana Regeneration stat in CoreUnitStats.XML so that we can mod mana regeneration and, thus, the level of magic in our world to our liking. At the moment, there is no way to use this stat, even if you remove the lines of text deactivating it. A number of people have been working on it and there are 2-3 threads on it in the general and modding forum. Thank you.

0 Replies 2,992 Views

At the moment, I don't think there's a way to change strategic mana regeneration. I've been trying all night without success. Would love to know if its possible.

30 Replies 12,692 Views

BlackRain, Thanks. I haven't been changing the core files for the most part and then I haven't done it since I was told it does nothing. I was only trying it because I couldn't get anything else to work. I have not been able to "activate" the mana regen stat in the CoreUnitsStat file. So I can change the CoreSovereigns file (the one I have placed in my Users/Elemental/Units directory), but I can't get it to affect mana regeneration at all. If someone

40 Replies 23,012 Views

I think I got it work, in that the language is correct, but it has no effect on mana regeneration. I tried this text in Mod.XML: PlayerAbilityTypes> DisplayName,DisplayNameShort,Description,Icon DisplayName,DisplayNameShort,Description &

11 Replies 7,342 Views

I have gotten the CoreSovereign file to work placing it in the units file. But changing the mana regeneration values in it does nothing. You can change the other stuff, however. James has been very helpful in trying to activate the mana regeneration portion of the CoreUnitStats file, but I can't figure out how to actually increase mana regeneration.

40 Replies 23,012 Views

[quote who="James009D" reply="6" id="2732652"] P.S. The coding for mana regen is in between "Experience to next level" and "Health Regen" in my file. I'm looking at it right now, lol.[/quote] Ignore this. Found it.

11 Replies 7,342 Views

[quote who="jscott991" reply="2" id="2732535"]Paradox games are significantly easier and more intuitive to mod. You keep mentioning this re-enabling thing, but I have no idea how to do it. I also think you are viewing mana regeneration as a special ability (which is what is contained in CoreAbilities.XML). Plus, even if Mana Regeneration is not enabled, that doesn't explain why NO change to the CoreSoveriegns file alters the game in any way, including small things like S

11 Replies 7,342 Views

Mana regeneration as a base stat for sovereigns is located in the CoreSovereigns.XML file. However this file does not seem to have any affect on the game; at least I can't make it do anything. I obviously tried changing mana regenation without any effect, but I also just tried changing lots of things (ruler names, stats, descriptions) and the game didn't recognize any of them. Maybe the devs will boost mana regen to something reasonable, but hopefully they will at least

30 Replies 12,692 Views

Paradox games are significantly easier and more intuitive to mod. You keep mentioning this re-enabling thing, but I have no idea how to do it. I also think you are viewing mana regeneration as a special ability (which is what is contained in CoreAbilities.XML). Plus, even if Mana Regeneration is not enabled, that doesn't explain why NO change to the CoreSoveriegns file alters the game in any way, including small things like Sovereign names, background text, or strength/intelli

11 Replies 7,342 Views

Perhaps I don't understand how to mod the game, but I did manage to successfully change equipment cost. I opened the CoreSovereigns.xml file. I wanted to make sovereigns regenerate their mana faster. There is a line in each pre-made sovereign and the generic sovereigns that sets the mana regeneration value to 1. I changed it to 3 and saved over the core sovereign file (well, first I tried to save it in the units file in my Users/MyDocument/MyGames/Elemental/Units fol

11 Replies 7,342 Views

This is ridiculously bizarre. There is a file called CoreSovereigns.xml. In the entries there are the Sovereigns. Each has a line: 1.0 . [Except the first, which is 1.0000 for some reason.] Changing that to: 3.0 has absolutely no effect in the game. Check that: Changing this file has no effect on the game.

40 Replies 23,012 Views