Glad to have you back. Congrats on the new little one. I'm anxious to see how things continue to grow and develop. Thanks for the update. Absolutely agree on the tooltips. That would do a world of good. Better than a tutorial if you ask me.
Murteas
Fair enough. Thanks for the information.
I am on Win 7 64 bit with a Radeon HD 5770 (1GB) with 4 GB RAM and I haven't had any crashes period. I did update the drivers to the latest version.
I am looking through the files to understand how you did all of the changes, and I came upon the Gnilbert_Training_Assassin_Ability in the Gnilbert_SpecialTraining_Abilities.xml file. I noticed that the weaken game_modifier says it adjusts a unit stat, but then never acutally specifies which stat it adjusts. [code="xml"] Unit &nb
I'd say the first thing I want is a document of what values can be used in each tag and what they do. An xsd if it is available would be great (as long as there are some comments.).
I noticed that my sovereign can not equip traveling boots at all. He can purchase them, and he can have them in his inventory, but when I go to equip them, they just don't show up. Is this working as designed, or should the sovereign be able to equip boots like this. edit: This also happens with cloaks that add movement.
Hi everyone, I am looking at creating a monster based faction (specifically based on trolls). I have successfully created a troll sovereign, and I have created a troll race type, but the thing that is troubling me is that the unit creation and mediallion creation is not working (model doesn't show up in the medallion or have any poses available.) I understand this is likely a limitation of the skeleton and not that big of a deal, but just curious if a
Quick question: Can the "monster" heroes equip other items or are they stuck with what they start with?
I noticed that Sovereigns use the World nameset rules. Anyone else see this. Seems a little odd don't you think?
Hooray. I'll try it out. Thanks for the info.
Thanks for trying. I appreciate the effort. I'll have to see if SD has any ideas. Thanks again!
Where do you enter your code to get the content?
[quote who="GaelicVigil" reply="103" id="2775695"]This is not good if our game breaks every time an update is released because we are using mods. It's easy to find the culprit now since there are so few mods, but when we have dozens installed down the road we're going to be screwed.[/quote] That unfortunately is the reality if you use mods. There really isn't a way around it. Icecrown has made a copy of the 1.07 spells and added his own effects, for 1
I don't know if this is a known bug, but the first time I load up the cartographer (map creator) it works fine, but if I try to create a new map after the first, the game crashes (becomes unresponsive and has to be shutdown manually from Windows). I am running Win 7 64bit Home edition Radeon HD 5770 1GB
I was looking at picking up this game (used to love it), but it does say that it doesn't support vista, I assume that means no Win 7 as well. Is that true? Can you run in compatibility mode, or am I just out of luck?
Are you using the IceCrown effects for spells? If so, then you need to remove the mods. All mods should be removed for this patch, and then only put back when they are updated.
Still no luck. I put the files in a data/English folder under my mods folder but I still get the old world generator & name generator. Here are the files if anyone is interested in trying them. http://www.gamemodshosting.com/showfile-87/names.zip
If you have capitals does it just fail or convert them to lowercase. (I have a lot of capital letters in my names, which could explain the problem if that is a problem).
You can edit sovereigns. Just look at the .xml and change what you want. Not to hard actually. The files are in the MyDocuments/MyGames/elemental/units directory.
Vieuxchat, interesting. I have not done that (created data/english) with the several other mods that I have installed, and they work without problems. I wonder if that would make a difference. Have either of you actually tried modifying the NameRuleset files (I actually have changed both the world and the Core files), and gotten it to work. I really do know how to use mods and I am using, and have created several. It's just
Hate to ask the dumb question, but can anyone get the quest as provided in the zip file to actually work in a game. I've set up a test map just as outlined, but when ever I actually move onto the quest location, nothing happens, no quest, no pop-up, nothing. Have I done something wrong? BTW, I did notice I had to put the quest inot the MyGames/Elemental/Quests folder for it to show up in the Cartographers Workshop area.
I have created my own modded version of the CoreNameRuleset.xml file but no matter if I put it in the Mod directory or any of the directories in my MyGames/Elemental folder, I am still getting the old name generator. Any ideas on what I need to do to mod this?
I don't know if you want to list mod tools here or not, but you could add the EWOM faction editor : https://forums.elementalgame.com/390184
[quote who="Heavenfall" reply="3" id="2773202"]I've been thinking about this for a bit today. Essentially, I reached a point in my current project where I completed everything that I could do at the moment. I'm working on a new race for empire. Specifically, background story, tech tree conversion, new resources and city tiles are all complete. For all intents and purposes, the race is playable. But it lacks everything that makes it special, which is everything I CAN'T do with the c
[quote who="Anthony_Christianson" reply="38" id="2772781"] Quoting Xython, reply 23The hardest thing about making quests right now is the difficulty in testing them. One typo in a quest can make it just not work. This is why I’m lobbying internally (or externally) to get a quest editor made that eases this but will require more documentation. As you can see from above, the quest system is powerful but we’ve only scratched the surface so far. Are you able to release