impinc

impinc

Joined Last seen Member # 4159051
6 Posts 145 Replies 22,920 Reputation

After looking through it, it DOES have the trigger points in War Of Magic.xml (the map you play in the campaign). Scroll down after about 12000 lines or so. There are also triggers in there to specify certain tiles to be impassable. Looks like a bitch to program though. For instance: 76,6,0 Thats pretty obvious. Then, the trigger points: 3&lt

5 Replies 3,558 Views

Well, I have to first get some sort of graphic manipulation program on my computer. But, I'm more focused on fleshing out the mechanics at this time. I'm the only one working on this, so it's going to take a while. I'll probably have 0.2 coming tonight as I'm tweaking out the cybermen still.

80 Replies 86,559 Views

The Kraxis thing is actually what screwed me up for a long time when I was trying to create a new race. I figured, oh, the Kraxis are Men, but are Empire, whereas all the other factions are fallen. But nope, they are coded as Fallen right now. Anyways I was able to create a new race (AND faction). Although it's not really "creating" per se. If you change raceclassification in both the racetype and raceconfig, it will work. I ended up using that as a prereq when seperating the improvements, so

12 Replies 3,691 Views

I noticed too, that I get a CTD when playing on a rather large custom map (20x20), and click on the minimap. Although performance did seem MUCH better, I only played about 10-15 turns before clicking the minimap, and the CTD.

186 Replies 347,351 Views

I don't think you have to rebuild the data file unless you're modifying the original values. Just adding to it doesn't mean you have to rebuild. I've got about 20 or so techs that I've added, I certainly didnt have to rebuild the data.zip each time. The only time I had to, was when I modified one of the core techs.

20 Replies 6,415 Views

You have to add the tech to the Tech_tree file. I forget the exact name of the xml, but it has tech tree in it. Nevermind, I just saw the last few lines of your code. Not sure why. I have a complete seperate tech tree going, and that looks right, but I'm not at home to compare code.

20 Replies 6,415 Views

It's really for a mod im working on. It would only be available to one of the races (although another one would probably have something similar). And it would take a long time to acquire, and cost a huge amount of mana, and have a really long cooldown time. That way, by the time you have the spell, people will already have a few cities (unless they are absolutely crawling on growing, which means you're done anyways).

11 Replies 5,487 Views

Ok, a bit of an update. I'm currently just laying the framework for the mod. Currently, I'm building the Cybermen race (tech tree, buildings, units). I'm shooting to post at least this for the weekend as a sort of alpha release to have some people give me some playtesting results/ideas. When I DO release the alpha version, everything will essentially be placeholders. As in, don't read much into the descriptions of things, or the images, as those are easy to replace. I'm working on getting the

80 Replies 86,559 Views

Ok, so I've built a new Tech Tree for my custom race. Now, I want to change the category names. As in Imperium, Conquest, Domination, etc. I tried changing them in the Tech_Tree xml, but it just ends up knocking out the usual ones. I imagine there has to be some other file with the info in it, such as the how to set the medallion for each category. Has anyone been able to change these yet?

0 Replies 1,754 Views

1. No, you have to start a new game. 2. Hmmm not sure. I think it will still work, though I haven't tried. You may get some weirdness here. 3. They will "stack". So the costs, and damage will add together. 4. The Stardock team is still hammering out how to moderate all the mods (So we dont just get a million mods of crap). So nothing is getting approved just yet. Just make sure if you're modding to not actually modify the original files. You can always re-insta

4 Replies 2,997 Views

Ok, well how about being able to destroy an enemy city? I mean, in theory, I can think of how to do it to a friendly city, but that doesn't make any sense hehe. However, i DO like the cooldown time. You can also just create a prereq for the spell so only a certain race can cast it. At least I imagine you can apply a prereq to it.

11 Replies 5,487 Views

It will be a long, long time. I get the feeling a few years. I mean, they aren't developing ANY other games for at LEAST a year so that they can update, and tweak Elemental. This is Brad's baby, and it's not going away any time soon.

27 Replies 36,931 Views

Anyone think this is possible right now? I havent been able to look at the spellbooks yet (I'm at work now, and cant). I also wonder if its possible to have a spell that can only be cast once.

11 Replies 5,487 Views

To each his own dude. If it's the worst Sci-fi series ever made, why is it the longest running television show in the world? Just because you don't like it, doesn't mean other people don't. I'm not really into the older ones, but I do enjoy the newer seasons. I'm just doing this to be fun anyways.

80 Replies 86,559 Views

Ok, basically all I want to do is give the Naturalist ability to a faction. As it is right now, it's a Champion/Sovereign ability. So, I would figure this would be the code to get it to link to factions based off the AbilityBonuses.xml. So, I added the line into my faction's pointing to the ability. Below is what I put in to define the ability. Player<

7 Replies 4,326 Views