Excellent. Looking forward to this as well. (Maybe the Stardockians should hide in the mod forum until the rest of the forums cool down - become sane). :)
Murteas
[quote who="TheSAguy" reply="83" id="2762147"] Quoting GaelicVigil, reply 79Would it be possible for Stardock to integrate this generator into the core game system? This seems like a must-have feature. Civ 4 actually did this by taking really great mods from the community and importing them directly into the game. This would be cool. Also, they need to create a Random Faction Generator. That should not be to difficult, just someth
Great Job. Thanks for doing this. By the way, if you need another good place to host. I found http://www.gamemodshosting.com/ which I've liked.
I don't know if anyone is interested or not, but I've changed some of the equipment file so that sovereigns can get equipment/mounts at the start of the game. Essentially I've based the starting point cost to be based on the cost of the item in the game/10. So if something (like a horse ) costs 100 gildar to buy in the game, it would take 10 points to get at sovereign creation. I didn't make everything available, but there is a good variety of weapons, armor
Hi guys! I've whipped together a little app that will randomize the opponents you face when creating a new world. You'll still have to choose the number of opponents you want to face, but they should be random if you use this. Currently you have to run this app before Elemental, each time before creating a new world that you want the opponents randomized (otherwise the game will just remember your last selections). You can also add in any of your cus
Here is a little app that will randomize your starting opponents. You will still need to choose how many opponents you want to go against, but they will be randomly chosen. You will want to run this before you start up Elemental. Note: Currently you'll have to run it again each time you want a new random group of opponents. Hope this helps. There is a place in there to add in the internal names of your custom factions as well
[quote who="Gravedancer" reply="7" id="2754572"] Quoting Gene1966, reply 61. having researched Fortification (I always do this now so not 100% its required for improvements but given you could not I think it is required because I can) I never researched Fortification so that's probably it. I didn't realize you needed specialized training to loot and pillage. [/quote] Pillager #1 (with bandages covering his arms and face)" Yeah, we r
I would also like to do this. I have been looking through the files to see if there is some way to tell which kingdoms will show up, but there is not anything to do this yet (note, Gal Civ 2 was like this at first as well, the random races was added later on). If I figure out how to do this, I will definitely upload a mod to do it. Until then, maybe close your eyes and click all over the screen . [e digicons]}:)[/e] [e digicons]X
I'd like to know the answers to these questions too.
One thing I didn't see mentioned that surprised me was Truly Random Maps. Hopefully, we'll see some additional spells as well. as well as additional creatur
Those are the only tech trees available right now. At one point there was talk of having one for each faction, but apparently that delayed. You can see the tech trees in the \data\English folder. There is one for TechTree_Amarian.xml and one TechTree_Trog.xml. You can certainly make your own and then type it in the faction editor for your race/faction to use. I'm not sure if/when new ones will be coming out.  
I believe that the faction color overrides some of the other colors. If you use Zone of control color instead of faction color you should still be able to edit the clothing and building colors. In the faction editor (mod - not official), I don't even set the faction color, but I do set all the rest. It seems to work as intended. I made a pretty good looking (uh...mean ugly looking) troll race with mottled green skin and purple hair with dark maroon clothing and red me
TKaz84 - I am still trying to determine what they all do, but you can look here: CorePlayerAbilities.xml in your game install directory/data/English folder. IT has descriptions but they are more generic not specific to actual game effect for the most part. A few of the abilities are obvious (i.e. if you put 2 points in Dexterity you have units which have 2 more points in dexterity) but some I have no idea. Like I said play around with them and see if they show
Great Job. I'm going to download right away. Thanks for sharing this.
Update available. I recommend you re-download if you can, as the previous version had a bug which would make you have no armies. :) Which while increasing the difficulty really lessens the fun of the game. ;) I've added a few new features, but I'll have to add some more of the suggestions later. I've got to get to bed. [e digicons]:zzz:[/e] (I'm no Stardockian I tell you...I've got to get my sleep.)
Dang it. I tested a few of the races, not all of them. I'll try to fix that. Just a note, that the starting unit types is the same as the internal faction editor has, however, you can add/remove whatever you want there. Same thing with terrain types, A options, etc. you can just type what you want and it will be added. What does the faction background selection actually do? I couldn't tell what it does, and the intern
Latest version up. Try it out. Hopefully it is more user friendly. Let me know what you would like to see in here. It's hard for me to know if this is useful or too hard for people to use still.
James, I am going to start looking at this as well. I'll let you know what I find.
I'm tempted to reduce the options a little to simply things. Like if you choose Kingdom it preselects all the kingdom techs, people, selects good, etc. What do you think? Also, I just created a race with some strange colors, despite the in-game editor not using the skin color, building color, roof color, you can indeed use them and they show up. However, the attributes on the last tab (like assasin, etc.) don't really work for races.
I tried this and it didn't show up in the faction editor. :( I assume this means the faction editor doesn't look for mods. I guess for now your best bet is to edit the xml or use the fan made faction editor. Yes, you can put your actual image files in your mod structure, you just need to put the full path to the file instead of just the file name in the xml. that way you can keep them separate.
Check AbilityBonuses.xml and CoreAbilities.xml. AbilityBonuses has things like benevolent, death worshipping, etc. You should be able to copy that file and add your own value in. I don't think it will show up in the faction editor however. You'd have to add that in the xml yourself (or use the faction editor in the mod forums).
Great work. Looking forward to seeing what else you come up with.
Brad, Thanks for keeping us up to date. Honestly, I've loved the whole journey with Elemental. I wish there was some way to convey my thanks and admiration to the entire Elemental team. The dedication you guys have is amazing. As a programmer I appreciate the incredible efforts you guys have gone through to get such a great game out the door. I look forward to the future. Thanks again.
You need to add a file like the below xml to your mod folder which identifies the custom logos you have created: [code="xml"] DisplayName DisplayName,Description ChangeMeAlso </Descriptio
Make sure you check "use mods" as well in the options.