James009D

James009D

Joined Member # 1823222
2 Posts 150 Replies 957 Reputation

I'd like to see more roads too. One reason I think they nerfed roads and caravans is for performance. Imagine having to render ALL those lategame caravans, move them each turn, and add their bonuses. They did it in GalCiv2, Civ4 does it (roads), so Elemental should do something better with them too.

15 Replies 10,742 Views

One simple solution would be that each level of diplomacy tech grants a +5% to diplomatic trade, therefore, you benefit from better deals. I'd rather do that then make it super complicated or remove it completely.

20 Replies 14,186 Views

Ooooh! Looks really good. EDIT : This looks awesome ingame. Suprised Stardock didn't play around with doing this. It R EALLY enhances the cloth map, imo. This is one of those mods everyone's gonna have to get. This deserves a [e digicons]k1[/e]

21 Replies 110,435 Views

Excellent ideas, you should check out my " Abilities and Traits Mod " which makes the classes a lot more along the lines of what your talking about. Warriors are the best fighters, Generals give unit training bonuses and highest moral boosts, Thiefs move faster and can dodge, Merchants make more money while stationed in a city... However, I haven't been able to figure out how to implement leveling or improving the abilities over time

2 Replies 4,857 Views

Excellent suggestions. This would certainly expand upon the dynasty gameplay and make it more interesting. And, agreed, the fun dynamics from Civ 4 Revolutions Mod REALLY made the game more interesting. I also think of the Medieval Total War series as a direction for future Elemental dynasties and traits, always enjoyed the way they did it.

12 Replies 10,145 Views

Agreed. #2 you can assign them in the XML file. It's not convenient but available. #3 agreed completely, especially for children. I totally agree with the line of secession too. #10 you could try some of the mods out there. My " Abilities Mod " allows for a lot more options for sovereigns and improved NPC functions.

1 Replies 3,763 Views

There is a code to rebuild the data.zip but the problem is that the default XML for many of the buildings is broken beyond belief. If you rebuild the data.zip, you'll mess up your game. Some modding can be accomplished without having to do this though. It's just more difficult...

2 Replies 1,401 Views

It might be overpowered but it's working as intended. It does double your growth which certainly helps. However, to only add a +1 prestige would REALLY nerf this ability to being useless. Also, NPCs with Royalty essentially have no bonuses because they don't add to the bonus. All the histories need a little love and buffing to make them more interesting, imo.

11 Replies 6,050 Views

[quote who="DRavisher" reply="34" id="2745994"]Hey Heavenfall, hope you don't take offense, but here's a few more parse errors in 1.4 [/quote] What program are you using to find these errors and where can I get it?

120 Replies 75,136 Views

Many of the core Kingdom buildings XML files are literally broken where they have multiple copies of structures and some structures completely coded improperly. This is what's causing your doubling. Making a new data.zip file essentially breaks the game. Doubling might also be caused by multiple input of the same building into a technology. Make sure your not just copying all the xml data and modifying it. You kinda need to minimize what your editing because the old s

22 Replies 17,697 Views

Hmmm, double check the code before the third tech, maybe there is a coding error causing the description not to be read. Descriptions are easy to update and shouldnt be any trouble. The problem with techs that I mention was really referring to changing the tech tree. For example, I'm trying to seperate armor and weapons into separate categories but it requires me to override the original tech pre. reqs first. No idea how that can be done. New weapons, techs, and descriptions s

8 Replies 5,454 Views

[quote who="Novaburst" reply="7" id="2746744"] Appreciate the offer James, but I'm cleaning up the files I'm modding, and changing things around, your file would just slow me down. Again, appreciate the offer however. I'll change the hooded clothing for Release 2 of this project, which is due probably by mid week. Should unlock a handful more options for Sovereigns as well. I'll likely restrict some of the boots currently available to Female only, as they glit

26 Replies 116,453 Views

NPCspawnlikelihood is 1 to 1000. So, you are correct that 800 = 80%. TalentValue is probably some kind of a multiplier based on the characters "talent", I'm not entirely sure.

33 Replies 136,421 Views

SHIFT-right click Elemental in the Impulse Launcher to find the verify button . I had to ask a dev how to find this little feature. Also, I'd just like to note that the core XML files are still busted in the verify update, lol.

7 Replies 3,441 Views