Murteas

Murteas

Joined Last seen Member # 698520
45 Posts 994 Replies 28,884 Reputation

Okay, what I've done is simply add a random option to my faction editor which randomly fills in the fields. (It still tries to maintain consistency where it makes sense). I will release it shortly (Still have to figure out how I want to do random names). But I'd like to get feedback on what you guys would like to see, and which fields you care about. Also, what additional bonuses weaknesses you want to use (currently only using the pre-made ones). </p

12 Replies 7,036 Views

Quick question, have you worked out how to get the AI to build these buildings? I think it should be possible, but unless you specifically give it a value to the ai, it will probably ignore them. Just a thought. I'll download and give them a try. Thanks for the work!

16 Replies 80,466 Views

Glad the modding community is still sane right now. :) Looking forward to everything you guys put out and helping however I can.

14 Replies 11,280 Views

I understand. What I think I'll do is make a prototype and release it and you guys can make suggestions on what you'd like to see. We'll work from there. I hope to have something tomorrow for download.

12 Replies 7,036 Views

So, will people share which abilities they have successfully tried for a faction. And what the number means (percentage, 1 or 0, or explicit value, etc.). I'd like to make a random faction creator and I'd like to add in some of the non-official abilities to make it interesting. Just wondering what people have tried and used.

74 Replies 60,144 Views

What I tried to do with the random colors on the current faction editor is to match certain colors. I put the faction color and the main building color the same. I put the 2nd clothing color and the 2nd building color similiar, etc. I actually created a method to produce random "similiar" colors, so I could at least keep a theme going with the colors. I'll probably try that out first, or if you have a suggestion on where I can go to find good sets of colors I could use

12 Replies 7,036 Views

[quote who="Raven X" reply="38" id="2762869"] I think we can definitely work something out, Murteas. I can send you the files needed to add just the race and skins but not the faction if you'd like. That way players can use them as they wish. I'd like to keep at least some parts resident to this mod though so people have to download it to get the good. I love watching the download count rise on things the team and I create. Even though this is a labor of love and I would do i

134 Replies 302,519 Views

Hey guys, Once this is released, do you mind if I include it as an option in the faction editor/random faction creator? I'd like to include as many races/factions as I can in the editor so people can have choices. Of course, people could install this mod separately and still reference it in the eidtor, but I'd like to make the races coming out show up as defaults in the drop downs. What do you think?

134 Replies 302,519 Views

Hey guys. I was directed to this post by a pm. As to the questions in the first post. Those abilities that are referenced in the core race config but that are not in the faction editor, is because they are actually disabled in the AbilityBonuses.xml file and so if you chose them, then you wouldn't see any effect from the choice. Those abilities or any other ability you want to mod in could be added. Then you would just have to ty

4 Replies 6,579 Views

In the random Map Generator thread, someone mentioned they would like to see a random faction generator. SO I thought I would create a thread to discuss what people would like to see in a random faction generator. Based on feedback, I will try to put something together and release it to the community. First off: Everything random, or should you be able to specify somethings and what you leave blank is randomized? Should

12 Replies 7,036 Views

Excellent. Looking forward to this as well. (Maybe the Stardockians should hide in the mod forum until the rest of the forums cool down - become sane). :)

15 Replies 54,246 Views

[quote who="TheSAguy" reply="83" id="2762147"] Quoting GaelicVigil, reply 79Would it be possible for Stardock to integrate this generator into the core game system? This seems like a must-have feature. Civ 4 actually did this by taking really great mods from the community and importing them directly into the game. This would be cool. Also, they need to create a Random Faction Generator. That should not be to difficult, just someth

241 Replies 755,977 Views

Great Job. Thanks for doing this. By the way, if you need another good place to host. I found http://www.gamemodshosting.com/ which I've liked.

241 Replies 755,977 Views

I don't know if anyone is interested or not, but I've changed some of the equipment file so that sovereigns can get equipment/mounts at the start of the game. Essentially I've based the starting point cost to be based on the cost of the item in the game/10. So if something (like a horse ) costs 100 gildar to buy in the game, it would take 10 points to get at sovereign creation. I didn't make everything available, but there is a good variety of weapons, armor

2 Replies 2,741 Views

Hi guys! I've whipped together a little app that will randomize the opponents you face when creating a new world. You'll still have to choose the number of opponents you want to face, but they should be random if you use this. Currently you have to run this app before Elemental, each time before creating a new world that you want the opponents randomized (otherwise the game will just remember your last selections). You can also add in any of your cus

1 Replies 1,972 Views

Here is a little app that will randomize your starting opponents. You will still need to choose how many opponents you want to go against, but they will be randomly chosen. You will want to run this before you start up Elemental. Note: Currently you'll have to run it again each time you want a new random group of opponents. Hope this helps. There is a place in there to add in the internal names of your custom factions as well

4 Replies 4,599 Views

[quote who="Gravedancer" reply="7" id="2754572"] Quoting Gene1966, reply 61. having researched Fortification (I always do this now so not 100% its required for improvements but given you could not I think it is required because I can) I never researched Fortification so that's probably it. I didn't realize you needed specialized training to loot and pillage. [/quote] Pillager #1 (with bandages covering his arms and face)" Yeah, we r

10 Replies 8,661 Views

I would also like to do this. I have been looking through the files to see if there is some way to tell which kingdoms will show up, but there is not anything to do this yet (note, Gal Civ 2 was like this at first as well, the random races was added later on). If I figure out how to do this, I will definitely upload a mod to do it. Until then, maybe close your eyes and click all over the screen . [e digicons]}:)[/e] [e digicons]X

4 Replies 4,599 Views

One thing I didn't see mentioned that surprised me was Truly Random Maps. Hopefully, we'll see some additional spells as well. as well as additional creatur

326 Replies 934,154 Views

Those are the only tech trees available right now. At one point there was talk of having one for each faction, but apparently that delayed. You can see the tech trees in the \data\English folder. There is one for TechTree_Amarian.xml and one TechTree_Trog.xml. You can certainly make your own and then type it in the faction editor for your race/faction to use. I'm not sure if/when new ones will be coming out. &nbsp

74 Replies 60,144 Views

I believe that the faction color overrides some of the other colors. If you use Zone of control color instead of faction color you should still be able to edit the clothing and building colors. In the faction editor (mod - not official), I don't even set the faction color, but I do set all the rest. It seems to work as intended. I made a pretty good looking (uh...mean ugly looking) troll race with mottled green skin and purple hair with dark maroon clothing and red me

5 Replies 4,096 Views

TKaz84 - I am still trying to determine what they all do, but you can look here: CorePlayerAbilities.xml in your game install directory/data/English folder. IT has descriptions but they are more generic not specific to actual game effect for the most part. A few of the abilities are obvious (i.e. if you put 2 points in Dexterity you have units which have 2 more points in dexterity) but some I have no idea. Like I said play around with them and see if they show

74 Replies 60,144 Views