James009D

James009D

Joined Member # 1823222
2 Posts 150 Replies 957 Reputation

I believe that caravans are supposed to respawn after five turns (or so it claims in the game code) but idk. Might be an oversight (and an exploit) because they let you build another and you still retain the bonuses.

19 Replies 8,102 Views

Great idea! This might already exist because I occassionally see a bandit disappear and then an injured wolf. However, this could be a little more pronounced. Also, as OsirisDawn said, that might just be heroes doing the attacking. Heroes are a seperate faction from the monsters so they can be hostile to one another. We could

3 Replies 19,114 Views

Sure, put this file into your "Units" directory (Mods should work too). ModCityHubs.XML NOTE : This is a test version. I'm currently trying to imeplement some kind of a tax system and the ability for minor civ's cities to grow (needs testing). Perhaps your placing the modification in your "Data" directory?

13 Replies 7,570 Views

Agreed with both of you. I'd also like to be able to build a few more trade routes (roads). Also, I'm working on a mod that will implement taxes a little better but it's a ways off.

11 Replies 11,258 Views

They can be useful to trade with, for treaties, or arrange marriages. Furthermore, their cities have some small but inherent advantages such as crystal or mining based on their function. They might have a crystal resource you don't have access too and can trade for. @Carewolf, most of the army types are dependent on resources and technology. I haven't even really seen a minor race build any units so it wouldn't be too useful to conquer them for their army. I don't know if you can use

5 Replies 2,581 Views

I believe it's one of the special abilities. Check some of those files, I'm unsure which one it is specifically but I know I saw it when I was poking around yesterday.

3 Replies 2,500 Views

Think how long it'd take children to grow up if the aging was accurate. Right now it takes 100 turns for them to reach 18 (and then age normally). It'd probably take thousands of turns if aging was accurate.

14 Replies 6,086 Views

I believe it defines whether or not that resources is shared between cities. I don't know exactly how it work (if at all) but it probably can restrict a resource to one city. For example, a "Community Garden" improvement might grant you one food. With 0 that food SHOULD only be available to that city alone. I haven't tried modding improvements or buildings yet, it's on my TO-DO list.

65 Replies 190,184 Views

[quote who="Sencha" reply="2" id="2735189"]I tried to suggest an Asian themed mod in a separate thread but no one is biting. If it doesn't take off, I would be all for a sci-fi themed mod Haven't seen Full Metal Alchemist, but a Mechwarrior based mod could be awesome.[/quote] At this point expect to do most of the work yourself and continue without a lack of feedback. Can't expect things to just happen, most people are lazy!

8 Replies 7,216 Views

Thanks for keeping this updated! Could you also add the [REL] Breastplate and Thighguard Armour Mod , which is awesome but hasn't been getting the attention it's deserved. Once we start getting more mods you may want to start finding a way to organize which ones are released and WIP using colors or tags. That'd help folks know whats availab

155 Replies 137,927 Views

Man, I downloaded this mod and tested it out and it's awesome. For some reason I thought I'd already told you how awesome it was and also thought I saw this thread flourishing with "Awesome Mod!" posts but I suppose it was a dream (I'm DEAD serious). I also thought it was named something else and have been looking for it for a while to see if you'd done any more with it. Anyways, I love your new armors. They look great and add some good variety. The thigh-guards are especially nice be

27 Replies 98,871 Views

Start with something small at first. Make some new factions and characters to get the hang of it, then possibly do some weapons, and armor. It's best to just see what is already there and work off it. Explore, discover, create .

4 Replies 3,229 Views

No problem. This isn't too difficult (excpe part 3). Make a new XML file called MyFaction in the "My Document/Elemental/Races" folder. Copy all the code from the CoreRaces or CoreFactions file Remove all but one faction keeping the first couple lines of code and the last line of code. Those declare and end the document. Customize the faction to your liking Copy the entirety of your sovereigns code into the xml (or keep it separate, your c

4 Replies 3,331 Views

Damnit, beat me to the punch. I was just looking into this and the reason Pioneers can settle is because of their Pioneer Pack which allows them to have this: Unit UnlockAction <span style="color

7 Replies 8,001 Views

You could try putting all the code in a [Quote] instead of the [Code]. Save yourself an upload. Also, the [Spoiler] tag wasn't because of any spoilers, it's to reduce the distance of the thread, lol. It'd be like reading a book to find a "spoiler" as that thing is over 3,000 lines of code.

17 Replies 60,758 Views