Question... has anyone tried adding to an existing tech tree rather than creating an entire new tree with new techs added? Last time I tried this (pre 1.1) it didn't work.
Aerion Istari
Could Calculate be made to work in ANY tag!! PLEASE!!!!
[quote who="cephalo" reply="4" id="2870393"]Ok, I put the whole modified file in my Documents\My Games\Elemental\Mods\Data folder, and also tried the Mods\Data\English folder, but it's not loading up. Can anyone tell my exactly what folder to put this file in?[/quote] Most likely there is a problem in your XML file that is causing it not to load.
[quote who="Murteas" reply="142" id="2870379"]v.031 is up. See the changelog in the first post. Thanks to everyone who is contributing. Sounds like we may want to focus on 2 areas next: Summoning and Area of Effect spells. Other thoughts? Suggestions? I can see that this could outpace my time to keep up with people's needs, if that happens, we can move this to a community managed mod and I ca
I don't know yet if this has been done, but a tactically summoned monster is also great. In MoM, being able to summon an Earth Elemental saved my arse more than a few times when I was attacked by a superior force. Of course, the summoned creature dies when the battle is over.
One of my favorite spells from MoM was the Mud Spell. It turned a large swatch of the tactical battlefield into a mud pit and reduced the movement of all units moving through it to 1 per turn. It was a great equalizer when you found yourself faced with a superior force.
And speaking of Artifacts, is it by design that the artifacts don't have a sell value or is that just an earlier, not yet complete version I'm using?
Add "Artifacts" to that list, and I'll agree with you. Though I have not added Updated Weapons and Grimoire yet. Does Grimoire add some elemental based combat spells? Those seem to be seriously lacking in all but Fire.
That reminds me, HF. I recently added Drota to my test map. They die out about the 3rd or 4th turn or so about every second or third game. I'm not sure why as I've never looked into it but I wanted to pass that along to you.
[quote who="impinc" reply="11" id="2870170"]So..., did you get your tech done the way you wanted? Also, I tried the Unit, produceresearch tags, and they didn't work. I think the only way to do it is to make an ability for your sov that generates research per turn.[/quote] Yes, I got my techs working with dual prereqs though I'm still testing it. I originally had two prereqs but it seemed to stop working. I realize now, it was a bug in my XML th
[quote who="Heavenfall" reply="250" id="2870281"]In this case, the god has been sleeping for 200 years. What's right and wrong isn't so clear cut any longer. Besides, only in a monotheistic religion is a fight for god by definition not evil. Argumentative? We're just having a discussion where I explain the choices I make for the mod. I enjoy talking about stuff like this.[/quote] Glad to hear this discussion wasn't being misunderstood!
[quote who="lawful" reply="247" id="2870234"]Everyone seems to associate angels with Cherubs or as personal guardians. Those are fairly recent (historically speaking) views. Angels were basically God's muscle, as it were. Something or someone gets in God's way of his plans, an angel, or angels, were sent to deal with it. They were dreadnoughts. And they defiantly were not human. They didn't think like a human. If there was something between them and there goal, it too was destroyed. <br
[quote who="Heavenfall" reply="244" id="2870175"]Archangels are coming, it will be the last unit. See the list posted earlier. ps. Michael is the christian angel of death.[/quote] As I understand it, Michael on occasions escorted souls to heaven but I don't think he's ever been referred to or depicted as the Grim Reaper. That dubious honor goes to Archangel Azrael in Islamic traditions though the Angel of Death also exists in Jewish traditions as
[quote who="Island Dog" reply="15" id="2870123"]I have to look into it more for Elemental, but theoretically if you have Elemental registered on your account you should not get a limit on WC. If you have received a download cap message let me know so I can look at your account. [/quote] Thanks Dog!
[quote who="Heavenfall" reply="241" id="2870039"]The grim reaper is the angel of death. They're not all cuddly fluffy. [/quote] Neither is an archangel. They're normally depicted as having armor, a flaming sword and serious attitude. Archangel Michael is sort of God's enforcer. Edit: Archangel Michael defeated Satan. He was the number one badass of the Old Testament and the perfect model for an Uber-a
[quote who="Heavenfall" reply="238" id="2870028"]Angels' next unique unit, the grim reaper Reduced 29%Original 1920 x 1200[/quote] Hmm.... seems out of character for a good aligned race. Perhaps an Archangel instead?
[quote who="Stuie_" reply="236" id="2869620"] Quoting Heavenfall, reply 235Until recently I wasn't aware that it limited downloads. I'll update to a secondary source as well in the future. I use wincustomize because that's what is linked from the elementalgame.com website, which means more exposure for the mod. Fair enough. I just know the only stuff I've downloaded from that site is Elemental mods, and I've already met whatever limit they set. I was hoping to get the cu
[quote who="Kellhound_AU" reply="5" id="2869707"]I have had this issue come up several times whilst downloading your latest updates Heavenfall I found that by re-logging in under my Elemental login removes the message as if there is an internal 'glitch' that sets you to a guest account that needs to be reset after a certain amount of time/downloads has occurred[/quote] That's good news. Then the fix might be even simpler.
[quote who="impinc" reply="8" id="2869662"] Quoting Aerion Istari, reply 2Ok, if that's the case then why does it work when a tech lists as prereq, "Magic_Equipment_Amarian" and "Magic_Equipment_Trogs"? You can't have both?!?! I just noticed this as well. Are you referring to a tech referencing those two techs, or an item?[/quote] Specifically, a tech that has two techs as a prereq in an AND condition.
It would be interesting to point this limitation out to Frogboy and see what he says. Perhaps they can set up a free section for Mods?
[quote who="Heavenfall" reply="3" id="2869587"]Can you give the example in code (use quote)? Maybe techs only work with multiple prereq techs if the prereq techs are available from inside the techtree type assigned to the faction.[/quote] Could be. That would explain it. HF, I'm trying to test Tech Tree stuff. Do you know of any way to give the player Tech points or Research points in game, as in a clickable potion or rune?&
Ok, if that's the case then why does it work when a tech lists as prereq, "Magic_Equipment_Amarian" and "Magic_Equipment_Trogs"? You can't have both?!?!
[quote who="xStarfirex" reply="25" id="2746890"]I have been testing some champions i have made. When i set 1000 they always seem to appear... so my guess is 800 = 80% otherwise what would be the point of a number above 100.[/quote] You are correct. There is one implied decimal point in that number.
[quote who="Heavenfall" reply="231" id="2869423"]That's pretty much what I had in mind for the shadow scout. Unfortunately, it isn't applicable to anything but ranged units at this time.[/quote] Could you not create a ranged attack with a range of '1' and give it a spell? Admittedly, it would look a little quirky in combat but it accomplishes the purpose.
[quote who="Heavenfall" reply="215" id="2865739"]Armor is unfortunately a straight minus modifier, or something very near to that. A few points higher armor than attack on attacker will render a unit almost invincible.[/quote] My archery mod includes armor piercing arrows at higher levels. What I do is, using calculate, take half the defense rating of the target and add it to the attack of the arrows. It doesn't totally overcome the defense rating but it red