James009D

James009D

Joined Member # 1823222
2 Posts 150 Replies 957 Reputation

Nice post, unfortunately, the [CODE] function of this forums is lacking. Copying and pasting the code will result in a bunch of numbers (the numbers to the left of it). Try editing and re-posting it as a [quote], should work better. Anyways, nice start on adding a new weapon and adding abilities to it.

11 Replies 12,151 Views

It's not implemented yet so we are stuck using the "Mods" folder, atm. I'm still unsure how far they intend to go with mod support. Right now it looks like it's just Maps, Items, Tiles, and Quests. We'll have to see once they implement it.

7 Replies 3,779 Views

I'm still getting a "Doubling effect" on a number of things despite this code. For example, my tech tree modification works but some things are being displayed twice (barracks, war colleges) and some bonuses are being doubled (prestige per city). It's minor inconveniences now but annoying, nonetheless.

9 Replies 5,016 Views

Recreating the core XML binary did work for me . My new technologies do work the way I intended them to. However, I'm getting a doubling effect on a number of things (cities, buildings in the hergenomon, bonuses).

16 Replies 6,281 Views

See this: [quote who="Annatar11" reply="2" id="2738055"]If you're changing the core files, I believe you have to delete the data.zip file (binary data that the game uses so it loads faster), and then run the game with /createxmlbinary so it re-creates it with your changes . They should show up, then. [/quote] I had the SAME problem as you. Did a similar thing with the RAZE city option, mod

8 Replies 5,472 Views

[quote who="Annatar11" reply="2" id="2738656"] Most likely this will not be necessary. The Mod Library within the game is designed to be used to upload and share mods quickly and conveniently. The caveat is that because SD is hosting them, the mods will have to go through an approval process. As far as I know they're still working on finalizing the tools and guidelines for mod approvals, which is why at the moment only maps work with the mod library. When it's in full swing, though, shar

4 Replies 3,488 Views

Get both! Fall from Heaven 2 is FREE ! I must say, I'm a huge fan of Fall from Heaven 2, however, despite that game's amazingness it is missing a LOT of features that Elemental has. I like creating my sovereign, I like my heroes, I like the RPG elements of Elemental, I like equipping my characters with equipment, and, best of all, I like creating my own armies. Can't do ANY of that in FFH2 which is why I got tired of it.

57 Replies 29,182 Views

It's called TIBERIUM . Nod will soon be there to get you! No seriously, I think your problem is that EVERYONE is researching the Adventure techs, not just the player. This is also my theory on why the monsters are also getting so powerful so quickly. If your playing a game with the full amount of computer players then eventually everyone will research the Adventure techs and expedite

16 Replies 16,318 Views

[quote who="Stuie_acs" reply="7" id="2737559"]@James009D - I have been unsuccessful getting the game to read modified tech files. I tried different directories, renaming files, etc. etc. and no luck. Please let us know if you have any success. [/quote] Your in luck! Annatar11 found a easy fix that should solve all our problems. See this: [quote who="Annatar11" reply="2" id="2738055"] If you're changing the core files, I believe you have to delete the

16 Replies 6,281 Views

I don't know. You could probably make a new trader\caravan unit and add some attack and defensive values to it. It'd essentially be like "arming" them men.

1 Replies 2,381 Views

This is going to be a brief guide that can help you start modding. What can I mod? I believe that you can mod just about anything in Elemental. Here is a small list of options: Data- "\Stardock Games\Elemental\data\English" - Contains all the Core*.XML files in which you can alter just about anything. Gfx- "\Stardock Games\Elemental\Gfx"

4 Replies 3,488 Views

Good. We can take that tech bonus, apply it to markets, and solve many problems! :D Now... which tech is it, specifically?

8 Replies 12,828 Views

[quote who="Annatar11" reply="2" id="2738055"]If you're changing the core files, I believe you have to delete the data.zip file (binary data that the game uses so it loads faster), and then run the game with /createxmlbinary so it re-creates it with your changes. They should show up, then. Edit: The above might also work, I haven't personally messed with existing core files.[/quote] Same problem here as OP and my mods were working previously. I'm gonna try this code and, ho

9 Replies 5,016 Views

You know... I'm not entirely sure anymore. My game obviously isn't reading a ModTechTree.XML file I just implemented and I cannot get the game to read it no matter what. My Traits Mod is working alright but I cannot get the new one implemented. I'd appreciate some help with this too... maybe the patch did something? Also, I think mods are read BEFORE Core data... this implies, to me, that the core files get priority over mods. That's my theory anyways... <strong

16 Replies 6,281 Views

I've heard a lot of people complaining that their mods are causing duplicate data and not working. I have two major mod projects ( characters expansion and traits mod ) running and, up until now, I haven't had this problem. The default abilities are overwritten and the characters work cooperatively with the default ones. However, I just tried modding the armor techs where they are

0 Replies 986 Views

I don't think there are... any. However, you can create your own or download my " Characters Mod " (the new fallen guys aren't implemented into the download yet).

3 Replies 2,150 Views

As a rule of thumb, most games like this old savegames will always be at risk of being invalidated when there is a patch. However, a warning would be nice, sure. Someone suggested loading your old game, re-saving it, and then reloading it... maybe that'll fix you?

2 Replies 1,543 Views

I'm sort of working on this concept but I'm limited to what I accomplish with modding. Check out my mod " Abilities, Traits, and Histories Mod " here . I'm currently working on ways to get the heroes to gain passive experience but having little progress. I also am testing ways to get attributes effect abilities (charisma adds to diplomacy production or trade bonuses) but can't figure out h

11 Replies 10,667 Views

Just attach all the sovereigns code (except maybe the VERY TOP part that looks like administrative code or something) and paste it after your entire faction code. Like this: LordaeronRepublic.XML [quote] Lordaeron Republic ... RACIST STUFF ... <br

4 Replies 3,331 Views

I don't know... I only play Kingdoms. Do your guys gain experience? Do you have trade markets, bazaars, and town halls? I think they're probably mostly cosmetic and based on flavor. Then again, I've certainly never had demons. But I'm probably the only guy here who doesn't care much about that thing they call " magic ".

7 Replies 4,360 Views