Here is a test XML sample so you can test it... [code="xml"] This doesn't work because of the .alt conflict This works because there is not the .alt conflict This doesn't work Hmmm, the font is too light. This doesn't work <
Das123
As it stands at the moment, the site CSS is corrupting the way the code-view should be seen. We see when we should be seeing Hopefully this will be fixed soon but it does heavily impact on us modders because any code put into code-view is illegible. I got sick
Why is this so difficult to get fixed? [code="xml"] XML in forums is formatted with wrong style CSS precedence is not controlled so wrong code is active in code-view Modders can't easily read the XML</Impa
Love this idea!!!!! Simple, elegant, strategic, balanced and understandable.
First off, I'm sorry if this is spamming but this is just such an easy fix it should only take a minute or two to implement. A few days ago I put in a request and solution to have the XML code view working in the forums within the 'Forum Issues' forum. All that needs to happen is for the word 'div' to be added to line 102 of https://forums.elementalgame.com/Themes/Elementa
*Bump* Please, with Elemental being soooooo XML heavy in modding this is really important. Particularly as modding will be focussed on more heavily in the very near future. It is such an easy fix as well. If this is a problem is there any way we can put our own style tags in the editor to over-ride the formatting? I tried this but it didn't stick.
Hope it helps. :) I've now put in a heap of screen shots as well as a link to the completed files. At present the XML display in this forum is completely broken. It is a really easy fix and so I've submitted a request to get this rectified. In the meantime my apologies about the lack of legibility of the code.
[quote who="GunslingerBara" reply="2" id="2762370"]What URL are you specifically having an issue with? Depending on the site, the CSS changes drastically so unfortunately I am unable to help unless I know which site is the one with the problem. Bara[/quote] I had assumed that their was only a single stylesheet called 'style.css'. Now I can see you have a master stylesheet https://forums.elementalgame.com/cs
Looking good guys. :) Was there any word on when we will get the converter from Stardock?
Here is a link... https://forums.elementalgame.com/395711
Yes. It is the Elemental forum. But all my suggested change does is force the code to give precedence to the id rather than the class.
Chapter 7. How this might all come together. The premise behind this tutorial is to show how various elements slot in together and also to show how you can individualise the game experience. So the question is, why would you use any of this. Here is just one possible scenario... You want to build an elven race that can field amazing archers, build mighty ent units as well as summon some small sprite scout units. In fact, lets say
Hi again. This can be solved in just a few minutes. The XML display is seriously broken in the forums and the fix I mentioned above works (I tested it). Can someone please simply add #aspnetForm to the start of line 24 in the styles,css file?
I'm writing a fairly detailed tutorial on adapting mod xml files to make races unique with regards tech, spells, units, buildings and items. https://forums.elementalgame.com/395711
The .alt css command in line 102 of style.css is over-riding the .codeblock li.alt command on line 24. To give this (and the other .codeblock backgrounds) higher precedence you should add #aspnetForm in front. Eg: #aspnetForm .codeblock li.alt As it stands right now the code blocks are illegible. <br
Chapter 6. Custom Items - Mancer Polearms FTW! I'm wanting a special polearm that does a lot of damage and also increases combat speed. And I only want my Mancer units to be able to use it. Now we have already made sure that our Capitar race is no longer classified as 'Men' but is now classified as 'Mancers'. So we'll have a look in the core files and borrow some basic code. In particular we'll look at CoreWeapons.xml which already
Chapter 5. Custom Units - Bring forth the Golems. So at this stage we have Golem Forge building that only the Capitar Mancers can construct. Now we need to make it build Golems. Create another XML file and call this one 'DasTut_UnitTypes.xml'. The following code was heavily borrowed from 'CoreMonsterUnitTypes.xml' so place this into your new file: [code="xml"] <
Chapter 4. Custom Buildings - Making a unique building for our city The idea in this tutorial is to make a unique building that only our Mancers can build. Now, I'm going to take a heap of short-cuts with this. For example, I'm not going to make a unique building icon. What we will be building is a forge for our city. To be exact it will be a Golem forge where our Mancers can build Golems (another chapter). Start by building a ti
Chapter 3. Custom Techs - My Warfare techs are too powerful! Take them away! Once again, all the tech trees are basically shared across all the Kingdom and Empire races. In the case of the Kingdom races they all share the Altar tech tree. So lets fix this up. We are going to seriously nerf our Mancers and only allow them two Warfare techs. And we are going to define these techs ourself. Create a new XML file called 'DasTu
Chapter 2. Spellbooks - I want my Fire Giant! And I want it now! OK. Now that the pesky Altarians are out of the picture, lets get our own spells. We have a few things we need to setup before we can do this though. This will introduce how various XML files rely on each other. Before we get started it is important to realise how spell books work. First of all you get spell books from your sovereigns. By default all of them have al
Chapter 1. Race Config - Getting rid of the Altarians. The default races are controlled through a file called CoreRaceConfigs.xml. We will be creating a mod file that will enhance this core file - which means we only need to put in our small changes and they will then be applied into the core files settings. Create a file in your Mods directory called 'DasTut_RaceConfig.xml' Inside this file, type the following: [code=
This tutorial can be applied to new races you create yourself, or you can use it to manipulate the existing races. Before we get started, lets establish a few things. The files you will be creating should be placed inside the Elemental/Mods folder (C:\Program Files\Stardock Games\Elemental\Mods). If for some reason you don't have a Mods folder, you should create one. Also, in the game options, make sure you have 'Use Mods' turned on. I'm assuming you can create
Another idea. It would be nice to be able to specify OR and NOT as well as the default AND. So as an example: [code="xml"] Allegiance Kingdon Race Amarian <Prere
Now is the time for the Elemental community to stop adding to the problems and either choose to be part of the solution, or butt out. As has been stated, there is now nothing to be gained by bitching and whining. Stardock have taken their kick in the teeth and if we want Elemental to be the best game it can be we've now got to help them get off the floor rather than just keeping on kicking them when they're down. It is incredibly difficult to work in a creative field where exc
As the game currently stands there is no limit (that I can find) on the number of units you can combine once you have researched Parties, Squads, etc etc. But if we mod in unique buildings with powerful units I would like to limit the maximum number of these units that can be built. As an example, if I have a building that allows me to build a troll, I would like to only ever be able to restrict these to unit builds rather than parties or company builds. Having a MaxCompanySiz