[rel][MOD] Enhanced Naturalist Options

http://www.smithofdreams.co.uk/EWoMNaturalist.zip

Just a few more options for Naturalist:-

Gold mine, Fertile Land, Crystal Mine, Lost Library (Tech Research), Ancient Temple (Arcane Research), Old Forest (Materials), Wild Horses, Wild Wargs, Scenic View (Influence) and Refugee Camp (Population/housing).

http://www.smithofdreams.co.uk/EWoMNaturalist.zip

Enjoy

39,589 views 8 replies
Reply #1 Top

Thanks, for no more horseless games. Install instructions?

Reply #2 Top

Nevermind, figured it out. For anyone else, put the XML file in the Mods folder in the install directory. If there isn't one there then make it. Make sure you have use mods checked in the options menu of the game.

Reply #3 Top

according to Heavenfall's thread, i believe you can:

Extract the files to your Elemental/Mods folder (to find that, open impulse and rightclick Elemental and choose "Open Application Folder"

Reply #4 Top

Doesnt gold mine and lost library etc make some of the sovereign powers utterly useless?

Reply #5 Top

@Botjer: That's the beauty of mods, you can use them or not, your choice :)

 

@Habadacus: I prefer in My Documents -> My Games -> Elemental -> <pick a folder>

This way you don't need to worry about permissions.  I'm putting different mods in different folders, so far, the fix mods are in Effects, Gnilberts are in items. with mine in Race.  It doesn't matter wher they go, but be aware that ANY file in these folders are opened and read by the game, so backup copies (even named .xml.bak) need to be moved out of the elemental folder.

Reply #6 Top

"That's the beauty of mods, you can use them or not, your choice"

But without knowing the side-effects, how would a potential user, be able to make an informed decision about using it or not?

Best case is a Readme.txt file inclusion which states any draw backs that/might exist.

Reply #7 Top

Quoting Smith, reply 5
@Botjer: That's the beauty of mods, you can use them or not, your choice.

Precisely :)

Quoting John_Hughes, reply 6

But without knowing the side-effects, how would a potential user, be able to make an informed decision about using it or not?

Best case is a Readme.txt file inclusion which states any draw backs that/might exist.

You do know the "side effects". If you pick one then your going to start with either a Gold mine, Fertile Land, Crystal Mine, Lost Library (Tech Research), Ancient Temple (Arcane Research), Old Forest (Materials), Wild Horses, Wild Wargs, Scenic View (Influence) and Refugee Camp (Population/housing). If you asking if it's perfectly balanced and doesn't disrupt the game then you should test his mod and report your feedback.

Modding isn't a perfect science, it's like research and development which requires testing and feedback. Thus, we need people to play the mods and see what is good and what isn't. Besides, all of these options are OPTIONAL, nobody is forcing you to select one and the AI isn't just going to randomly select one.

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Reply #8 Top

@John_Hughes: Yea, if this was a 'serious' mod it'd have a readme and a disclaimer and everything, but it's not.  As with most of my mods it's a result of enjoying myself while digging around and seeing what I can do with a game engine.