I was looking at picking up this game (used to love it), but it does say that it doesn't support vista, I assume that means no Win 7 as well. Is that true? Can you run in compatibility mode, or am I just out of luck?
Murteas
Are you using the IceCrown effects for spells? If so, then you need to remove the mods. All mods should be removed for this patch, and then only put back when they are updated.
Still no luck. I put the files in a data/English folder under my mods folder but I still get the old world generator & name generator. Here are the files if anyone is interested in trying them. http://www.gamemodshosting.com/showfile-87/names.zip
If you have capitals does it just fail or convert them to lowercase. (I have a lot of capital letters in my names, which could explain the problem if that is a problem).
You can edit sovereigns. Just look at the .xml and change what you want. Not to hard actually. The files are in the MyDocuments/MyGames/elemental/units directory.
Vieuxchat, interesting. I have not done that (created data/english) with the several other mods that I have installed, and they work without problems. I wonder if that would make a difference. Have either of you actually tried modifying the NameRuleset files (I actually have changed both the world and the Core files), and gotten it to work. I really do know how to use mods and I am using, and have created several. It's just
Hate to ask the dumb question, but can anyone get the quest as provided in the zip file to actually work in a game. I've set up a test map just as outlined, but when ever I actually move onto the quest location, nothing happens, no quest, no pop-up, nothing. Have I done something wrong? BTW, I did notice I had to put the quest inot the MyGames/Elemental/Quests folder for it to show up in the Cartographers Workshop area.
I have created my own modded version of the CoreNameRuleset.xml file but no matter if I put it in the Mod directory or any of the directories in my MyGames/Elemental folder, I am still getting the old name generator. Any ideas on what I need to do to mod this?
I don't know if you want to list mod tools here or not, but you could add the EWOM faction editor : https://forums.elementalgame.com/390184
[quote who="Heavenfall" reply="3" id="2773202"]I've been thinking about this for a bit today. Essentially, I reached a point in my current project where I completed everything that I could do at the moment. I'm working on a new race for empire. Specifically, background story, tech tree conversion, new resources and city tiles are all complete. For all intents and purposes, the race is playable. But it lacks everything that makes it special, which is everything I CAN'T do with the c
[quote who="Anthony_Christianson" reply="38" id="2772781"] Quoting Xython, reply 23The hardest thing about making quests right now is the difficulty in testing them. One typo in a quest can make it just not work. This is why I’m lobbying internally (or externally) to get a quest editor made that eases this but will require more documentation. As you can see from above, the quest system is powerful but we’ve only scratched the surface so far. Are you able to release
Great Job. Definitely interested in this. I do think that we need some more information from stardock (the .xsd files would be great), so that we know what the valid values are for each field. I have a feeling that we'll eventually have the full story, but right now they are still in "overdrive" trying to get promised features working. In any case, keep it up, and thanks for sharing.
Is there a way to spawn an encounter that is relatively equal to the party's strength that started the quest? I notice the levelhi levello tags in some of the other core quests, but they don't seem to be used (or I don't understand what they are for)
Hmm... I've been playing around with creating random names that come out more like this "Uruk the Bonebiter, and Gre'old of Greenleaf" however, even when I create a modded file of the CoreNameRulset.xml file and put it in the mods directory. It still uses the old name generator. Same thing with WorldNameRuleset.xml. :( I don't know why it won't pick up these mod files when it grabs the others just fine. I'll keep working on it. If
NTJedi, those are cool ideas. I can imagine that Brad's first question is: "Can the AI do those types of quests?" I think with the current quest system, the Yes or no type answers are easy to code for AI. On the other hand, a more interesting and complex system would require them to add weighting and logic to the different possibilities, which would really cool, but does take additional work and possibly a change to the schema (assuming this capability is not already
Hmm...I think that I might look at the name generation files and come up with something to help with this. For example for the Faction Generator, I have a large list of names that are randomly chosen, and can be added to. I could come up with something like that for this as well. Or alternatively, I may implement the Markov Name generator and populate this file. Just a thought. How many random names do you think need to be availab
Did someone say .net skills? :) I think that based on what you give us here, some of us in the community might be able to "whip up" a quest editor. Or at least a place holder until you guys give us something official. Looking forward to the mod series. [e digicons]:thumbsup:[/e]
I'd like to see the continuation of the Froglers Race mod. See how you add a new race (complete with models that use the existing equipment). I'd love to see an AI mod and how we can ensure they use new spells/units/buildings that we mod in.
Thank you! Great update all around. Enjoy your weekend.
[quote who="Zubaz" reply="69" id="2766757"] Quoting Murteas, reply 57Edit: Oh and by the way, it is true that your version is going to be white and boring. That is because I am using Stardocks Object Desktop stuff and in particular the program WindowBlinds 7 and the parchment theme which is made to look like Elementals UI. So I don't think there is a way for me to include that in my program, because I just get the design as a result of the WindowBlinds. So
Strange. I will upload a mirror on filefront. I have no problems with the original link but no reason for it not to be in mulitple places. http://www.filefront.com/17279313/EWOM_Faction_Editor.zip
You can actually do this now. Check the modding forums. Basically, if you design a sovereign in the custom sovereign interface you can then change it into an NPC to be recruited/hired by the factions. It actually very simple to do. 2nd - Colors can definitely be changed. Check out the metal color option in the modding faction editor: https://forums.elementalgame.com/390184 .
BTW, you can change the pacing of the game in the new game options (where you choose the victory conditions & world name).
Okay, first version is up. Check it out in the Faction Editor thread: https://forums.elementalgame.com/390184
New version available. Now with a random faction generator. More features to come. I am going to scour the forums for mods that make new abilities. I will add these as options to the faction editor. Still need to balance the abilities (still using the vanilla value for bonuses & weaknesses), and make the random name truly represent the faction. Have fun.