If you check you will realize that the game modding instructions specify that you should structure your mod directory similarly to the games directory structure, so files from E:\Games\Steam\SteamApps\common\Galactic Civilizations III\DLC\EXP2_Crusade\Game should be referenced in mods\MyMod\Game directory you are also better off not modding the existing files directly but rather adding your own race, star system, planets, in new files with different na
nspencer
Well for Xii the damage makes sense because it is a highest level ability, since you are interested i will look into it for you, i already had my way with the spellbooks themselves, and since i hated what they did with the only one enchant from a book i toyed with a scroll that gives me more spell books and another copy of itself because there was no other way to get them so it was similar to how the books used to work but i will look into options.
Truthfully even if they patch the game that majority of the fixes will be done in the xmls for the problems you are observing so your current game is going too still be flawed unfortunately. Now I love the enchanting in the game because it can enhance the items especially the splintered staffs that add movement or the Midnight stone for 10% experience increase, these may seem negligable but they can add up fast if you have them on multiple items a 100% increase in experience is nice even if i
Hello Jacob, Unfortunately no any changes to the xml's need to be in place from the start of the game, but other than that yes the skill could be fixed just without the ability to restrict it to only Drogon or Xii respectively, and since Xii's ability is also damaging I would suggest it be more expensive than cloud walk (note cloud walk only allows you to go to friendly terrain, Drogon's ability is more open on it just requires icy terrains I do not think it is even restri
Hello Jacob, I was looking through the xml code for the game and noticed something weird with drogon's ability given spell, it is displayed to teleport him to locations, but the code is a teleport all code, similar to the one that is supposed to recall all of your un-stationed units to your main base. I made some changes that might allow it to work in a mod , but I have not tested it yet as my recent game have not showed me snow yet, and
It tends to happen from basic resource chests, when you get mana berries, they can have other item pictures and data, but all you get is the mana berries you were supposed to.
Regarding the spellbook enchantments, with the changes made they really need to be fixed properly, you know with descriptions (and are actually useful not a .5% chance to maul [The reality], hell it should not even be 50% [the description] as a single use enchantment it should be 100%) that reflect reality, they should be called enchantment scrolls, and when you unlock them from the skill trees, it should really say you gain afew enchantment scrolls not unlock a spellbook, because spells book
5 chests near my starting area have shown me that I am getting a reward of an impenetrable shield, but ofcourse that is not what I actually got. I have not bothered to try and figure what is giving that glitched display, because I am not "beta testing" this game any more as it felt when it first came out as Version 1. seems like they might be Manaberries that give glitched reward displays of items, or you just do not get the items.
Wait a sec, so they took spellbooks which you have to pick at the beginning, labelled "book" which implies permanence of a sort and turned them into crappy "enchanting scrolls" single use items, left them totally bugged and incomplete or just mislabeled. The worst they should have done with them is restrict them to one incidence of a particular enchantment to any item, not turn them into total crap scroll versions, with this effect they should have given more or multiples in the tinker tree.
Can you please do a quick patch to fix it so that spellbook enchantments are not consumable like item enchantments as it was before, those enchantments are supposed to be re-useable.
Yuck they modified the enchantment section and now using a spellbook enchantment consumes it , like items are consumed and that really makes no sense.
No it does not work correctly as many of the books also have glitches and errors. The Chaos V gives .5% chance so have it on two items will give you a whopping 1% chance for maul, you are better off with spitballs at your screen.
I am not sure if this has changed since you last tried but the camps are in the game, and they can be placed on maps, I am not certain if they have random generation restrictions. Under Notable locations in the cartographer, unfortunately they are not easy to recognize with what they are, the Campfire at the top is the Empire camp for level 1 characters, and progresses down Empire Champ spawns to Campfire which then is for the Kingdom camp for level 1 then down the kingdom ones. If yo
Some Issues with this version of the game. Cities with no population can still build buildings without meeting their requirements, probably checking agains tthe global free population instead of city. stables produce 1 horse then seem to only store it no seasonal production. mines produce 1 ore and store it, no seasonal production. the archer empire trait does not enable production of archers, a reacher stated i coudl now produce archers but they do now show up
How indepth is the AI likely to be getting? Can it change the roles of created units, to adapt them to circumstances? For example the Roles: Scout: If the computers field of reference is limited to what they can currently see with active units and bases, they like players will need dedicated scout class forces that will investigate another player unit slipping around the edge of their view, to follow possible threats out of response range to keep an eye on them without b
Hmm, with all this talk about resources, can we finally have some pilferage, take over enemy city, recover some resources from the remains. Kill enemy heroes and can get some of their equipment, steal a spell from a casters spell book? Smacking a hero upside the head now just makes them go away , you cannot even get their armor or sword, maybe offer it for a repair penalty if you really want. Lets see some intersting twists out of the whole "resources" idea. A proper balance of trading values
Hi Guys, Glad to see the work progressing but I was wondering if we could have an optional ground level tile shadow for the cursor, to help us to know here we are over exactly i've had soem issues with it previously, especially in combat.
Has anyone else had problems with the 1.08 updated patch not being able to gain extra basic spellbooks? I have reasearch all the spellbook options and gained Moriah's and started with fire and water , I still cannot get earth or air spells. Is there maybe some wierd prerequisite?
Hi all, I noticed the flaming and stuff and find it sad, especially the part about submitting bug reports, it seems most of the people with crash complaints are 64bit windows users, being one I can sympathise. There is a work-around that Stardock is going out of their way to allow to function that dramatically stabalizes the 64bit systems, you do need to patch your Elemental.exe file but iit works and I dont just crash out at 3 gigs of RAM
dgracia go into the options and change your threshhold, it determinds at what level you will be able to choose battle, versus auto.
The campaign is soo completely different to the real game it should not be called a tutorial, you dont have to do any research; it is all given to you the enemy creatures toward the end can easily wipe out your "reinforcements" with their 10 damage to all nonsense that has no damage level mitigation and no random dice. Your main Hero in the campaign has significantly more life than you wiill see in most hero's in the real game except if you chose to only give hp oon level up , and the
Could random monster spawning be abit more controlled , not spawning next to my mine and destroying it at the same turn end, maybe the monsters only spawning farther from civilization unless "someone finds an old outpost and in exploring it releases the monsters" ofcourse then the monsters should spawn in proximity to the outpost and spread from there. Maybe have an explorable inderground carvern the monsters are coming from and you have to go through it and close the spawning point?
I would love to see some of the structures like for example the merchant or workshop improve as the city grows, its very unlikely that a merchant able to produce 1 gildar profit in a level 1 city cannot produce more with a larger population base. I personally love the idea of large armies i would also like to beable to build defenders for each town, but i have trouble affordiing them in one gamei believe i have around 40 cities all on level up chosen to increase gildar, about half i b
Can we please have the argeting cursor highlight the tile we are aiming at so that my idioc archers dont just run into melee when i was sure i had the mouse over the right spot?
I have had a problem with the most recent patch and a 1.06 saved game that when I loaded all my housing bonus research nolonger applies, I think my economics research also nolonger works, even when I research more it does not seem to apply. I do not know if this is happening in 1.07 games and I have not bothered to check.