Alright, what I meant about the special resources was if they were accumulated now instead of being static. The last time I played if you had a starbase mining two Thulium nodes you would only have 2 Thulium available for using in buildings or other items, and if you used them up you had to expand to get more or research better mining techs. It looks like now they accumulate, so 2 Thulium nodes gives you 0.2 Thulium/turn and creates a stock pile for you to use for
coollonewolf1978
I havent played the game since pre-Crusade. How do special resources work now? Do you just accumulate them like money and buildings and weapons only take them from a stockpile? How does population relate to planet production? If I have a planet set for research, should I use tiles for more population or more science buildings, what would be more effective in the long run?
Well I got it to work finally. The problem? It apparently was this: The game apparently did not like the space in the Internalname. By removing it, it works fine now.
Alright I tried making a player ability Ancient Legacy: Player Ancient Legacy &nbs
Well, I tried that, however it disappeared from the sovereign screen when I started a new game and still didn't show up in the build queue. I tried tying it to the race blood ability. AbilityBonusOption Blood_Ancients</Attr
Hello everyone: I am trying to add a faction specific building into the game, however I am running into a bit of trouble: Here is the code for the building (I am just copying the Scrying pool ATM) Mana Forge Mana Forges increase the yields of any cit
Hello: I have come back to FE after a while, and when I was playing I researched Leather and it only gave me the chest piece and nothing else. It used to give out the chest piece, gloves, boots, and grieves. I checked the other armors and they only give out the chest pieces as well did something change?
Hello, I am trying to create a custom undead race to be used in my games, however I am running into a problem. I am trying to add the Jaugernauts to the race, however it is showing up in the race view, however it does not show up in the tech tree or as a grayed out option in the troop builder. What do I need to do to be able to add Jaugernauts to the race and how do I add the custom undead race to be used in the faction creator in the Mods folder? Currently I am modifyi
Thanks for the help. I replaced the model type to KindomMale/Female and it's working now. [quote who="thadianaphena" reply="8" id="3351694"] I circumvented that with my Dragons by not giving them a UnitModelType - they can equip accessories. (probably mounts).[/quote] I am now picturing a dragon riding a horse or warg into battle. I kind of want to see that, any chance you could incorporate that into your mod?
Could I be missing something in the generic models that could be preventing them from equipping shields? Here is what I have: [code="xml"] Altarian Peon A peasant with a stick. Race
Well I have the Henchmen issue appears to be resolved, however for some reason my troops can not equip shields for some reason. I have the Axe master race trait, does that prevent your troops from equiping shields?
Hello everyone: I am have a few issues creating a custom race. I used the following race editor: https://forums.elementalgame.com/433305/page/1/ to get started on the race and created an Empire faction that can train Henchmen, however I tested the race and when I got the technology to create and train Henchmen the option in the unit creator was not there. I did however get access to the shield man Henchmen but the Bard and