James009D

James009D

Joined Member # 1823222
2 Posts 150 Replies 957 Reputation

[quote who="OMG_Jongalt26" reply="1" id="2750764"]Did you look under My Replies ? j[/quote] I agree with this guy. "My Posts" actually means "My Threads That I've Started", you probably need to look for "My Replies" which are "My Forum Posts, Not Threads".

13 Replies 36,275 Views

Here is what I just told someone else who asked a simular question: Modding isn't a perfect science, it's like research and development which requires testing and feedback. Thus, we need people to play the mods and see what is good and what isn't... Obviously, there is a lack of gameplay feedback despite the rather large number of downloads (I can see you!) so I don't know precis

65 Replies 190,067 Views

[quote who="Smith Of Dreams" reply="5" id="2750618"]@Botjer: That's the beauty of mods, you can use them or not, your choice.[/quote] Precisely :) [quote who="John_Hughes" reply="6" id="2750670"] But without knowing the side-effects, how would a potential user, be able to make an informed decision about using it or not? Best case is a Readme.txt file inclusion which states any draw backs that/might exist.[/quote] You do know the "side effects". If you p

8 Replies 40,125 Views

Hey, have you seen this code in the CoreGameDefs.XML? 0.10 I don't think it works but I wonder if there is a way to activate it's functioning or something.

13 Replies 57,239 Views

[quote who="Strategist" reply="24" id="2750215"]I'd installing you armor and weapon tech mod, but it didn't work, how come? was it because I was using a custom map?[/quote] Nope, it doesn't work unless you write over the default gamecode by regenerating the data.zip file (which isn't recommended). I'm leaving it here until they release a patch and then hoping that it'll override the default gamedata and work properly. I wish there was a way I could implement it right now but u

25 Replies 24,370 Views

[quote who="Heavenfall" reply="1" id="2750296"]I don't believe there's a way to alter that, beyond adding sovereign abilities.[/quote] Ohhh, your on to something here. Gotta look at that code :) Edit : Was testing adding that ability in as a sovereign trait, didn't work :(

7 Replies 6,114 Views

[quote who="Gravedancer" reply="37" id="2750134"] Quoting alborrelli, reply 30 Sorry for the newbness, but I want to use your mod, especially the abilities mod, but I have no idea what " You must use the "/createxmlbinary" EXE command for it to function properly." means. If I'm reading the OP correctly, it now says do not use the command, correct? I know I can bookmark threads but I wish there was a way to mark a thread as a favorite so it wa

65 Replies 190,067 Views

' There are those who believe in our republic and there are those who make it work. ' - An aspiring Administrator. ' Bringing security and prosperity to the lands for tomorrow, today. ' - The King's campaign slogan. ' I find a truth in the world and build upon it. ' - A national leader. ' I stand at front of the gate ready to stop those who do us harm. ' - The City Militia. ' I'm

16 Replies 99,492 Views

I've already tried doing this with my " Mega Modpack ". One of the mods separates the armor and weapon techs. It's an easy and simple fix BUT it doesn't override the CORE XML data which makes it require all the weapons. This won't be possible until we can properly regenerate the data.zip (without problems) or override the default game settings. You could fix this (I've successfully gotten mine to work) but you have to reload the data

4 Replies 3,173 Views

Can't do any sort of leveling of the "skill" right now, believe me. I've tried to make it so the Merchant's gildar bonus, for example, was based on either his level, charisma, wisdom, and intelligence. Tried probably 100 things before one of the Stardockians told me that this hasn't been implemented into the engine yet for skills and is only implemented for magic and combat attacks (very temporary things). However, they said they'll have this implemented sometime in the future. Maybe

3 Replies 7,359 Views

I honestly can say that I enjoy the technology tree. I have some minor problems with it, like everyone. I don't like how all the armor is linked to the weapons, that should be separate so you can focus on either offense or defense (like GalCiv2). I also think that Adventure and Diplomacy technologies need to be buffed. Hell, the damn Adventure technology is downright dangerous to research because it increases monster spawn rating significantly and just isn't worth the risks, at least n

63 Replies 203,811 Views

I really do think Stardock missed an opportunity with Elemental and are going to suffer. They should have delayed the release a month and spent that month in with all the beta people doing balancing and playthroughs. They ESPECIALLY needed this to fix the darn memory leaks and performance issues, that's down right inexcusable to me.

26 Replies 17,087 Views

I decided to go through and add 4-10 HP for each history to make heroes more worthwhile, I suppose that doesn't solve the scaling issue. Also, I believe that constitution could be reworked to add more then three per level by modifying the CoreUnitStats.XML. Maybe I'll try that now! Also, that should only effect champions, not NPCs... hopefully.

3 Replies 7,359 Views

Nice gun... err, cannon, lol. Anyways, I'd LOVE to see Elemental turned into a modern combat simulator or something like Civilization (which I believe would be possible). This is the foot in the door, so to speak. Can't wait to see it in action, BOOM!

3 Replies 3,293 Views

I've mailed the devs about this regarding applying the command to traits and abilities and apparently the game doesn't support this function yet but adding this function is something on their "To-Do" list. Right now can only be applied to items and spells, temporary values. Believe me, I've tried almost everything to get them to work for attributes.

7 Replies 10,590 Views