tjashen

tjashen

Joined Member # 3503845
13 Posts 115 Replies 28,404 Reputation

Breaking your Elemental game is fun! I've seen the 'Grayed out' functions several times trying to get my Tech mod to work. Just remove the offending file from the Mod folder and the game reverts to it's original state, so don't be skared! I'd think that as long as you call out the modified spell list in the corespellbooks.xml file (instead of the original ones), you should be OK. Only one way to find out, though... I've also found that if the game doesn't lik

4 Replies 3,544 Views

Quick update. After some file jujitsu (was having an issue somewhere that took most of the afternoon to track down), this now works for the Core Kingdom races (will double check later tonight). I still want to see if I can pare down the number of files I currently have in the Mod folder, though (not that they are that big, but the less files to fix after patches the better). Also, when testing with Porcipinee, I noticed the Alchemy Spell (25 gildar for 25 mana). Th

11 Replies 29,642 Views

For now, Impartation does two things. Arcane Studies - Sends your Tech guys over to the Magic guys to help them with Spell research. For now, that translates to 25 Arcane points, but that can change. Personally, I like the idea of a first level spell worth's of points out of the gate, so that's where I've started. I can always break this down into 'multiple levels', i.e. the first one grants 25 points, the second one grants 30, etc. etc. later, but I like the idea of

11 Replies 29,642 Views

This mod merges the Kingdom Adventure and Diplomacy tech trees into a new tree, Lore, and replaces the fifth tech tree with a new one, Impartation. This also introduces two new techs, Arcane Studies and Economic Studies. These two techs may be researched continuously, and provide a bonus to Arcane Research or Gildar when research is completed. For Empire races, the Domination and Cooperation tech trees have been merged into Exploitation, and the new fifth

11 Replies 29,642 Views

[quote who="Dsraider" reply="17" id="2849325"] Quoting Aranneas, reply 15Applying any sort of specific penalties or bonuses to all societies of a particular gender bias is not something that the game has the latitude to do. It makes a social and historic statement that by its very nature is unfounded. I could almost see a simple 'integrated workforce' thing but what about caste-based societies, which just happen to have castes also divided along gender lines? I'm talking about a situatio

48 Replies 107,082 Views

There's something to be said about the 'old' Civ style resource distribution. They all pretty much fell within the same pattern, and the same distance form each other, the only major difference being what they were. In Elemental, resource distribution is truly random, with a fudge factor or two for starting locations. I've been testing some mods, which means I start a few games pretty much back to back, which means start, go a couple of turns, then start again. There

46 Replies 26,737 Views

In my testing of various concepts in the .xml file, I've discovered that Stardock is a little tag happy. A good example of this is Base Hit Points. 95% of the units in the game list this as 0 (so HP are calculated soley based on con/level), and the CoreUnitStats.xml file defines this value at 0 already. I've successfully removed said tags from everywhere else I've found it (where said value was 0 already), and the CoreUnitStats.xml value is used. Changing said value

6 Replies 4,302 Views

Hey y'all! Us modders who spend time in the .xml files come across a few things from time to time that are 'easy fixes' that the developers have mentioned fixing but for whatever reason aren't. Heavenfall has pointed out that he won't be releasing his bugfix mod anymore, because there are now SOOOO many mods out there that would break compatability with it - most games should have this problem :) So, what if we develop a list of 'commonly agreed to fixes' that we take

0 Replies 1,182 Views

There is a little 'swirly arrow' icon below and to the right of the unit pic. If you click this, it will change the 'base' unit you are applying armor, etc. to. Click it a few times and you should see some female unit options appear. It'd be nice if this was a dropdown instead of random, or if you could choose the 'look' of your base unit, but as it stands the game randomly assigns clothing, hair, etc. options to the model.

1 Replies 1,608 Views

I posted this in another thread, but here are the four paths to victory I think should exist: Civilization (I have the best cities) Warfare (I now own all your cities) Magic (The Spell of Making is mine, bow to the power...) Diplomatic (Most everyone

1 Replies 2,699 Views

Yeah, as it stands I 'edit in' Egalitarianism for free. It just doesn't sit right with me. If there was a game effect (say women warriors have -1 Str but +2 Cha), then maybe. The idea of the 'integrated workforce' is also a good one, with say a 5% bonus to Tech, Arcane, and Production (bigger knowledge pool/workforce). What would be cool is if we had to choose from various Society choices in race creation. We sort of have this now, but taking t

48 Replies 107,082 Views

I've had it happen a few times. Note that Units by themselves aren't allowed to retreat. Only when they are stacked with Heroes and Sovereigns. Also, one time my Sov left before some other units, and they ended up getting cornered/waxed off because they weren't allowed to leave the map at that point. That was a few patches ago, dunno if that still applies.

9 Replies 2,246 Views

Muhahahahahahahahahahahahah...HAH! And... Now the hard part commences (that Tech Tree reorganization I've been pondering for my other mod)...

25 Replies 23,422 Views

I'll keep this in mind as I'm moving techs around for my mods (i.e. This tech bestows NOTABLE LOCATIONS Level 2). Adding seven words to the description is easy. Of course, this'll only apply if you are using MY tech related mods mods, but perhaps you can get some of the other modders to add this notation as well. As for Stardock's end, hopefully the right person takes note!

8 Replies 3,639 Views

That should help. I'll let you know how it goes! Thanks! [e digicons]:grin:[/e] Next stupid question. For clarity, here's a lost tome that provides a bonus to spell research. Ho

2 Replies 1,536 Views

Hear Hear! I miss the 'old days' when I was scraping together mana for that Fire Giant I wanted to summon, and needed to bump up my essence pool enough so I could summon him in the first place! The problem with the old system is that the late game multipliers stacked up too quickly/aggressively, so you mana pools size went through the roof. a pool of 25 Essence is challenging/interesting. A 150 Mana pool is just cheese. Reducing the percentage bonuses would hav

2 Replies 3,860 Views

Hey guys! I'm trying to figure out how to add a value to the default game value under monsters, units and such. I've discovered that by deleting the relevant lines of code for stats (Str, etc.) under CoreUnits.xml, CoreSovereigns.xml and such, that the values called out in CoreUnitStats.xml will be used. What I'd like to do in the various unit/hero/etc. files is to apply a modifier to the base value, instead of defining the value. This way, if the

2 Replies 1,536 Views

I started looking through the files again yesterday, and it appears that I can add Hit Points to the list without too much problem (i.e. most units and Heroes follow the 'default' rules). Plus I have to ensure compatability with 1.1 (although it appears it already is based on the files that changed). Combat Speed could also be shifted to Default, but I'm seeing different values for this across the various files, so that will need to be taken into account (i.e. making sure

3 Replies 4,789 Views

In Warlords III (and presumably other versions), there was a slider that allowed you to choose if combat would lean more towards 'Quality' results (favors the tough guys) or 'Quantity" (gives weaker guys more of a chance). I always liked having this feature. Currently, as I understand, there is a 'minimum' result that is applied to damage results. This is one reason why you'll sometimes see '7-11 Damage' in your combat statistics window instead of '0-11' damage. I

0 Replies 762 Views

[quote who="LDiCesare" reply="2" id="2847831"]I agree with the OP. This is annoying. If it is possible to have 18 str by picking an predesigned, then I want to be able to pick 18 str with a custom leader.[/quote] You know, we could make a Sovereign Special ability just for you (via Modding) that adds +3 to Strength, for, say 10 Character points if you so wish...

6 Replies 3,965 Views