[merged] Elementium Churners 1.3 for 1.3

This mod adds Elementium Deposits as a world resource to the game.

All factions can build Elementium Churners on top of these nodes.

Elementium Churners cost 250 gold and 25 materials to build, and takes 10 turns to complete. An Elementium Churner produces one piece of Elementium every four turns (0.25 in one turn). Elementium Churners each require upkeep costs of 5 gold per turn (so one Elementium costs 20 gold).

Be aware that Elementium is EXTREMELY rare, and may not appear in all worlds.

 

Download:

https://www.wincustomize.com/explore/elemental_war_of_magic/7

(if that download gives you a limit message, try relogging on the site with your impulse account - the site checks so you have bought elemental)

 


 

 

Changelog from 1.0 to 1.1

A churner now requires 250 gold and 25 materials to build, instead of 500 gold and 0 materials.

A churner now requires 7 gold per turn, instead of 3.

Churners no longer require technology to build.

Changed spawn frequency of Elementium Deposits. A tiny map should now see between 0-2, very rarely 3 spawns, on the entire map.

Elementium Deposits will now mostly spawn in deserts.

 

Changelog from 1.1 to 1.2

Churners no longer require metal upkeep, and reduced gold upkeep from 7 to 5.

 

Changelog from 1.2 to 1.3

Actually included the mod in the zip

 

 

 

 

18,009 views 28 replies
Reply #1 Top

HF is there nothing you can't do? tyvm

Reply #2 Top

I love the reskinned crystal, looks very cool.

Reply #3 Top

Uploaded 1.1. Changelog in first post.

Reply #4 Top

Do you just need to unzip this into your ..\My Games\Elemental\Mods\ folder? 

Reply #5 Top

Yeah

Reply #6 Top

Looks good and works great HF. Good job.

Reply #7 Top

Hey, am I doing something wrong, because the number of deposits is SICK.  I installed the update to it, I know the original mod works, and I know everything is in the right place.  After the update, and within the areas I had explored before turn 30, I had about 7 or 8 deposits discovered already.  There were 3 of them right there as the game began.

 

I liked that the update was supposed to lessen them a lot, they were too frequent before, but now the number created is by far more than anything else on the map.

 

Am I supposed to change anything to get VERY FEW of these?

Reply #8 Top

They should be few by default. Make sure you've not got duplicate files of the mod, as that will increase the spawns immensely.

Also make sure that you're running the latest version of the game. They change some things very frequently, and resource spawns was one of them.

Reply #9 Top

I'm having the same issue - no duplicates found and running 1.9.  There are such deposits everywhere!

 

 

G.

Reply #10 Top

I think it may be that we don't have a great deal of control over the frequency/spawning of resources currently.

Best regards,
Steven.

Reply #11 Top

Thanks for letting me know there's an issue, appreciate it.

For now, I have no ideas. These are the results I got in amount of spawns on the entire map when I started games

Tiny
1
2
2
1
0
3
2
2
3
0
0
2
2
1

small
2
2
3
1
0
1
3
4
2
3

This is on difficulty Extreme.

Victory conditions are Diplomatic and Conquest.

Minor Factions enabled, Spawn monsters enabled, Pacing Fast.

Do your settings differ from those?

Are you playing Elementerra maps?

Reply #12 Top

Elementerra custom map, gigantic (240 X 224), 10 nations.  There are 3 continents, the big one and 2 smaller ones.  I'm sharing one of these last 2 with another nation.  In my corner of that island alone I had 6.  Playing on Hard.

 

 



G.

Reply #13 Top

Alright. For Elementerra maps, you need to set the quantity of Desert low. The more % of desert a map has, the more of those things will appear.

Reply #14 Top

That's what I discovered after applying your 1.1 patch and reducing the desert rate.  though it's a shame that a world recuperating from a magical cataclysm can't be full of blasted desert zones.

 




G.

Reply #15 Top

when new patches come out, will this mod and others break?  Im thinking it might depend on what they change, but since Im trying to test out the game, Im trying to limit outside things that could cause problems...even though I like this mod and others.

Reply #16 Top

It is my opinion that right now, all patches will break all mods. Whether through re-balancing of items or spells, or actually making things that worked nonfunctional is another matter.

This mod will work without updating it, but I will update it nonetheless to cost "used population" like other buildings (and reduce the gildar upkeep). However, that will be after 1.1 is released non-beta to avoid making changes for beta changes that might end up not being the same later on.

Reply #17 Top

KK thanks so much and thanks for all the hoard work on the mods.  You do real good work and if you have a team, give pizza and root beer all around!

Reply #18 Top

Uploaded 1.2, slight rebalance for 1.1

Reply #19 Top

Heavenfall, the 1.2 file doesn't contain any xml or a elementium mine folder, just the graphics.

Reply #20 Top

Ain't that some shit. Uploaded 1.3. Thanks for letting me know.

Reply #21 Top

No problem.  :)

Reply #22 Top

I really like what this mod adds to the game strategically, but it seems a little unbalanced to not have any tech requirement for it.  Is this due to the tech trees being in flux in 1.1?

 

(And I know they are not quit balanced, see Empire Crystal mines vs Kingdoms)

Reply #23 Top

I dislike techs for resource-collection. Also, AI have troubles building on some resources if they control it, and then research the tech.

Reply #24 Top

Ah, fair enough, I did not realize there was an AI hole for resources.  Thanks! 

Reply #25 Top

Trying this now and bumping because it took me ages to find :) thx heavenfall