EviliroN

EviliroN

Joined Last seen Member # 3155540
8 Posts 297 Replies 20,220 Reputation

Downloaded and great mod. 1 thing though, for your faction xml you have it set for a generic kingdom sovereign instead of lard strahd when played by the AI. I corrected it on mine, but just letting you know in case you didn't mean that. edit: and all the skins for fallen ... and kingdom males changed to the zombie... hmmm

134 Replies 304,653 Views

but there are resources for those also... how about instead of different buildings producing different things on one tile, have levels of buildings produce the same thing on one tile i.e. Fertile Land -> Basic Farm 25gil, 2 mat, 3 turns produces 5? food... Fertile Land -> Intermediate Farm 60gil, 5 mat 6 turns produces 9? food... Fertile Land -> Advanced Farm 100gil, 12 mat 10 turns produces 13? food..

11 Replies 7,445 Views

[quote who="Blaziken100" reply="27" id="2768488"]yeah i also think that oyu should be able to tame animals by using a spell that depends on how powerful the creature is. also how do you get new mods all the ones i can get are maps[/quote] ooh another use for charisma

154 Replies 401,431 Views

an easier way would be to just increase the mana cost to whatever you think is reasonable? 5 -> 15?

5 Replies 6,325 Views

I would also like to suggest something for you since you are putting effort into arms and armor, https://forums.elementalgame.com/395751 https://forums.elementalgame.com/395710 these guys are releasing weapon models for modders. maybe you could add them in to spice up your numbers?

24 Replies 13,184 Views

[quote who="Nimbyjester" reply="21" id="2763514"] "what i did for my mounts was for 1 set (brown and shadow) i made it +2 movement no speed for the other (black and ice) i made it +1 movement and +4 attack, as in the mount helps you attack." I was thinking about something similar to make each mount different. Though for the wargs I was thinking of making a joint attack ability where the rider and mount attack together. Or maybe some sort of f

24 Replies 13,184 Views

600-700 for proc board and mem is a-ok for me. i already have a 1kw 24pin 6/8 pin PSU so i should be good there, SLI rady of course. i do a lot of encoding and music processing along with some gaming and running multiple instances of programs on multiple monitors. that i7 +mobo deal doesn't seem too crazy tbh and i'd like to go for 1366 to possibly try to upgrade in the future. on a side note, can i run a RAID 0 (striping) as the OS dis

8 Replies 39,983 Views

I am thinking http://www.newegg.com/Product/ComboDealDetails.aspx?ItemList=Combo.495225 and 2x of these sticks to start http://www.newegg.com/Product/Product.aspx?Item=N82E16820145322

8 Replies 39,983 Views

3: I see in elementaldefs xml spellscalar, and then there are 3-4 different calculations for tech research speed. Is there any way to adjust spell research? it seams that it's simply linear for spells: (scalar x level) / spell points = turns I would instead like to change it so spell levels increase exponentially. I am raising the scalar, but 40 turns for flame dart is absurd, yet needed so the later spells aren't easy to research.

3 Replies 4,102 Views

I want to upgrade. I am thinking core i7. I would like recommendations on brands and reliability. Also, I have some questions: I have 8gb DDR2, will that work with the new CPU/MOBO combo? Or, do I have to go all DDR3 now? I already have a GTX 260 and am sticking with that. I heard BFG no longer makes components, that true? sad day. Do new i7 compatible MOBOs use the same power pin configur

8 Replies 39,983 Views

1: Has anyone modded the coreunitstats xml? I have and i cannot confirm that the AI is using it correctly. Specifically, I increased level up stats 2-3x, among other things, and the AI sovereigns still look like that have stock stats at level 3. Anyone else have this problem? 2: I thought I read somewhere that spell casting costs were hard coded at 2.0, and that Wisdom does not change that. <span style=

3 Replies 4,102 Views

[quote who="Carewolf" reply="13" id="2759665"] Quoting Nimbyjester, reply 10I have been thinking of making the attack speed penalties % based. So any additional attack speed given to the units has a lesser effect. I've beentrying to stear clear of adding flat out decreases as a whole as it has a greater risk of ending up with a unit with zero or negative stats, especially if mixed with other mods. /quote] what i did for my mounts was for 1 set (brow

24 Replies 13,184 Views