rlane48

rlane48

Joined Member # 4159965
0 Posts 2 Replies 12,090 Reputation

It may be a little too early to tell, but I modded in some population consumption for building shit, and that has pretty much stemmed the tide.

28 Replies 92,353 Views

[quote who="seanw3" reply="5" id="3280534"]For 50 Mana it's not totally OP. It's also a late game tech and anyone else can do it with a pioneer. [/quote] Can do what with a Pioneer?

27 Replies 19,966 Views

I can't remember which thread it was that taught me that. When I first started modding the game, I was changing core files. This way is so much easier, and you can actually use a sort of version control due to the way files are looked up. This is a useful thread https://forums.elementalgame.com/434780

3 Replies 4,254 Views

I realized that I can charge cities population for building units -- it even seems this was considered at one point because at the top of the training window there is an "Available Population..." indicator. I gave a brief test to draining population for trained units, but didn't take it very far beyond that. I just wanted to know if anyone has any input on this. For the devs, was this ever seriously considered, why was it scrapped, did the game or AI experience any m

2 Replies 5,502 Views

[quote who="athelasloraiel" reply="7" id="3279950"]he hell you get random generator with so many players? How can you even get huge maps (bigger then large)?[/quote] For larger maps, check out this thread: https://forums.elementalgame.com/436540 As for the players, you have to custom create factions and a character for each. I didn't know this either, but now I'm playing o

11 Replies 16,873 Views

[quote who="Valentine82" reply="16" id="3270323"]...Modders kept trying to realize that potential and Stardock kept breaking their mods. Modders are the only hope this game had and I can't even find a clear database of mods much less mods that work. Stardock really blew it here as far as I'm concerned.[/quote] I know this isn't much help from a player's perspective, but from a modder's perspective it just give you more to mod -- discovery is half the fun [e digicon

53 Replies 142,455 Views

[quote who="crimsongekko" reply="2" id="3279730"]looks good, is this compatible with stormworld and the new unitstats it adds?[/quote] I don't see why it wouldn't, but I haven't tested it with StormWorld

37 Replies 109,729 Views

[edit] v2.0b available for download Sling: +2 Blunt, Cooldown 2, Range 8, requires Training tech. Throwing Knives: +3 Piercing, Cooldown 3, Range 3, requires 2 metal & weaponry tech Throwing Axes: +4 Cutting, Cooldown 4, Range 2, requires 2 metal & weaponry tech All item attacks scale with unit size, and are now resistable by the target's corresponding defense ratings. This mod includes a

37 Replies 109,729 Views

It takes time to get the ball rolling, I think, especially on quest stuff. You have to think about the opening and then the back-story, and then what happens during the quest and what you get out of it, oh yeah, and maybe I should create tiles to go with it, etc, etc. Give it time, folks will do it . Heck I'll do it eventually , as soon as I have more time to sit down and be creative.

18 Replies 70,006 Views