BlackRainZ

BlackRainZ

Joined Member # 2383523
0 Posts 138 Replies 1,127 Reputation

I just made changes to my core game files, like Sean said, I went into the game and none of the changes I made were working. It was still using default values. Am I doing something wrong here, or is there a step I am missing>>>

46 Replies 29,574 Views

Sean, in CoreResources.xml, I am not seeing any values for food, what I mean is look at this example: Food Per Grain Amount of food each unit of grain produces. FoodPerGrain 0,0,0 Gfx//Icons//dude_icon.png --> <Ico

46 Replies 29,574 Views

I am trying to mod population by a factor of 10 so that means I need to do a few other things as well and I need help, so perhaps someone can help. These are the things I need to do: Changing starting pop to 300 instead of 30 (This is easy to do) Change requirements for upgrading cityhubs by a factor of 10 so the first level city hub needs 500 pop instead of 50. This I am having difficulty with. I thought I would need to copy all of the ci

46 Replies 29,574 Views

Pacov just finished watching first 8 minutes. So don't know if you later figure this out but there is a new thing other than just fertility and production called essence. Your start position did not have any essence it would be a blue color and a number after the color. You can only cast enchantments on your city if you have essence. You can cast as many enchantments as you have essence. So if your city has 3 essence, you can cast 3 enchantments on it.

12 Replies 13,426 Views

I am trying something different. I am editing the file that determines how important expanding is to the AI (priority of it) So I am lowering their priority for expanding in the Early and middle game and I will see how it affects them. If it doesn't work well to my liking, perhaps I will increase the build time of pioneers (or how much production is required to build them so it takes a long time.

22 Replies 13,626 Views

It seems I can mod the monsters but it will be a sort of big endeavor. Have no idea what the settings will do exactly so it will take a lot of effort to get it to be good. I really want to mod population to be by a factor of 10 but not sure if it is possible. what i mean is instead of having 30 people, it would be 300 (requirements for city level up would also rise as well. Or at least I will try to increase how many people food allows and increase growth to get the sam

59 Replies 131,757 Views

What do you mean cities is an upgrade from outposts> Do you mean you want to lay down outposts which can later turn into cities> This might be possible. The wealthy ability is still very useful because you will be able to expand more quickly, essentially that is the idea, but I am still playing around with it.

22 Replies 13,626 Views

As far as I know, the UI is not moddable at this time (correct me if I am wrong) but it seems that from what Frog has been saying in the steam thread that when the game is released, just about anything will be moddable. However, I am not sure if the UI is a Kumquat engine hardcoded thing. I guess we will find out.

59 Replies 131,757 Views

[quote who="Voqar" reply="20" id="3213179"]I would rather see the game released in a state that works for the majority than see it need to be fixed via modding. Seriously? The game is still in development. This thread is garbage (unless Stardock pulls from it as suggestions). Don't you think it's slightly arrogant and insulting to proclaim that you can do a better job than a whole team of devlopers and designers on their own game - that's still in deve

59 Replies 131,757 Views