I haven't had the chance to play much since 1.1 came out, but I am going to play this weekend. I'll let you know how things work. It's looking great.
Murteas
How did you get this resolved. I have the same problem. Please share the solution. :)
I am having similiar problems to those listed here. Currently up to date with fences pro & deskscapes 3, but when I enable the dream, fences no longer show up (all my icons are dumped to my desktop no longer in fences). I am on Win 7 64 bit. Any suggestions? I have rebooted and it didn't seem to help. Any help would be appreciated.
Hey Brad, quick question while you are here: does the ai do quests? If so how does it know what options to choose in a quest with multiple options (i.e. some of the modded quests in the ACP mod by impinc). Just curious if we should be taking the AI into account when creating quests.
I guess what we need then, is Stardock to do that (leave all tags out when usuable by everyone) so that we can use items with new races.
I can confirm this problem as well. I generated a map, and then couldn't change the land or add any items to it. Granted, I haven't used the editor that often, but I think something is broken. eidt: Apparently I was just doing it wrong. Try using the shortcut L for land and then increasing the size of the cursor with the '+' key (on the numpad). You should be able to add land. You have to right click to add things.
I really like this idea. Great job yet again! Maybe I should do something like this but for spells. :)
This is a request to stardock. Currently to make an item usable for a race you have to add in the race type: For example: AmarianMale We need a way to make an item available for all model types regardless of whether they are vanilla or modded ones. I think we are going to continue to run into problems where modded races won't be able to use stock equipment
Hooray. Assuming my internet can be more stable today. I'll be trying this out with a new game of 1.1. Great job as always!
Good idea. Are you going to take pre-generated XML and put it together into a complete item? I've started on an item editor, and should have something available soon. However, I like your idea and it may be even better to just take some commonly desired attributes and mix them. Interesting...I'll have to keep an eye on this.
The connect was so they could make changes on their end without having to push out a new patch. It would be bad practice for them to upload files from your computer.
[quote who="Munchies72" reply="43" id="2845955"] Silly people not deleted the old, bug-ridden, data! Where might I find these files again? [/quote] LOL! Oh what a good idea, actually give information so people can do what I suggest. [e digicons]:grin:[/e] [e digicons]:rofl:[/e] [e digicons]:blush:[/e] You'll find your data in the My Documents/My Games/Elemental directory on your computer. &n
One suggestion: Make sure you make it very clear, that people have to delete old data (i.e. saves, sovereigns, units, factions, mods) otherwise you are going to be flooded with people having problems after the release. Please people, be proactive, delete all your old data and start a new game. [e digicons]:pout:[/e] [e digicons]:pout:[/e] [e digicons]:pout:[/e] [e digicons]:pout:[/e]
Great idea! I don't know if you've had luck with this, but in the encounter tag, I see no difference when I change the levelhi levello values. Should they change the values of the monsters that are spawned? Or is that a restriction on the champions entering the battle?
Great work as always. This and the ACP are the first things I check after every patch. [e digicons]:thumbsup:[/e]
Fair enough. Sounds great. I'm sure if you need any help some of us are certainly willing. :)
[quote who="impinc" reply="59" id="2843305"] Quoting Murteas, reply 57Yes, your ranger's boot quest is exactly the type of quest I am talking about. I wonder what the ai does with that type of quest, do you know? Do they just choose at random? In any case, I'd love a "marriage quest" at or near the beginning of the game, so we can gain equal footing with the AI opponents, since they start with a spouse. Somehow I missed this post.
[quote who="Werewindlefr" reply="21" id="2843926"] Quoting Pantasd, reply 19@Frogboy you told us we get some big news last week about the expansion or something cant remebar 100% any news ? There was one: they're hiring a mod-API-specialist dude.[/quote] Really where was that announced. I missed it somehow.
[quote who="pad152" reply="2" id="2842501"]New patches every day? It seems like new patches every 5 mins! Once again there seems to be a lack of any testing on Stardocks end!![/quote] We are doing a beta test of the patches in conjunction with SD's testing group. If you don't wish to participate, then don't download the beta. I mean how can you really complain about patches every day this past week...sheesh It's been awesome!
Yes, your ranger's boot quest is exactly the type of quest I am talking about. I wonder what the ai does with that type of quest, do you know? Do they just choose at random? In any case, I'd love a "marriage quest" at or near the beginning of the game, so we can gain equal footing with the AI opponents, since they start with a spouse.
I'd really like to see random event type of quests. I know there are tags that can trigger based on population numbers or amount of gold, food, etc. I was thinking that as soon as you get a level 2 city you could have a quest pop up that a local lord wants you to rescue their son/daughter (opposite gender as sov), and have it become a quest where you rescue them from some bandits, but you have choices (1. you could side with the bandits and gain them on your side, but lose money
Wow, between the patches and your updated mods I've been completely spoiled this week (not to mention not been able to complete a full game :) ). Your mod is becoming essential as far as I'm concerned. Great job!
What is the difficulty level you choose for your world when you setup the game?
[quote who="jeffalford" reply="10" id="2840946"]Shows up every time for me! I am with Derek, though he does give an income bonus when placed in town![/quote] I don't think he has to be in town. For me I use him as an early game scout.