[quote who="Heavenfall" reply="619" id="3276404"]Thanks, I think I found the issue. It appears the Undead AI casting Eternal Resurrection hangs the game. I removed the faction from your game if you wish to continue https://dl.dropbox.com/u/32649007/ctd2.EleSav Uploading new version of Stormworld in a bit. Recommend noone plays against Undead AI in version 1.5f.[/quote] thx but I wasn't that far in the game anyway. Think I will just start another game with the
Ploeperpengel
CTD on end turn http://dl.dropbox.com/u/16977268/ctd.EleSav
[quote who="seanw3" reply="664" id="3273575"] I am not an expert coder or anything. I tend to be more skilled at design than implementation. For some reason commas and apostrophes were preventing my XML program from seeing those errors. I had to delete all of them to get it to recognize the real problems. I saw that Microsoft XML Editor was recommended. I suspect is does not exist though. My computer seems to think I already have it. I can't find it anywhere, but when I rig
Damn can't find a whipping smiley! I'd like to whip you! At least your lairmonsterxml still has wrong tags! And all that after the awesome free tools you were recommended! Bad Master Modder! Back to work! I'll try again next version [e digicons];P[/e]
Playing this mod is truly painful, I like it! - where the pain comes intentionally by design. Where pain comes from bugs: [quote who="roy berube" reply="584" id="3270181"] Another suggestion would be to load the xml files with an editor such as microsoft's Xml Notepad just to detect tag errors in the files. There are a number of misnamed start/end tags or upper case/lower case errors in files such as LairMonster.xml and CoreSpells.xml. [/quote] Strong supp
As you should be able to see in the savegame below the AI fails to meet other factions even though it shares borders and passes troops through each others lands. No single AI vs. AI war was declared in about 260+ turns so my guess is, it isn't just an UI issue in the foreign relations screen https://www.dropbox.com/s/hsl4acw0t8f3zcy/bug.EleSav -Also the AI offered to pay tribute several times
[quote who="Derek Paxton" reply="68" id="2957992"] Heya Ploeperpengel! We actually have 5 definitions for each piece of armor (where needed). Kingdom male, kingdom female, empire male, empire female, and empire large male (trog and quendar). One of the new features we added early on is the ability to have one piece of armor, and multiple art definitions for it (the game matches the art definition with the unit model). So just because we have 5 def
Exactly. It should look like armor. I'm not looking for SM Dungeon acessoires here either. But it should be recognizeable female. And not look like a child wearing a trash can playing knight.
I'm all excited about the new unitdesignoptions but really you guys must stop using male armor pieces on females - that just looks odd. I know this is ressourceheavy to have two graphical representations for each piece of armor but is there a chance for that? Please? Edit: if not - maybe a gender switch in the armor related xml so that proper female armor accessoires could be easily modded in later?
Ok hope this works http://dl.dropbox.com/u/16977268/Crashreports.7z
So with patch 1.1 I finally decided to jump on the train and buy Elemental. Unfortunately I experienced a lot of issues that make the game still feel like a beta(a nice beta but beta non the less) at least on my rig. UI playing crazy: -unitinfocard-pictures: when updating the infocards the pics switch back one or two turns later and sometimes infocard pictures get switched randomly without any actions so that for example family members suddenly have infocard pictures of ordina
[e digicons]X|[/e] Not meaning to be rude but I was mainly interested about the modding possibilities of the game. The mysteries of life and death could you guys possibly discuss in another thread? thx
[quote who="Denryu" reply="4" id="2314126"]As far as adding your own races, creatures etc They said you could import stuff from Maia or possibly some other 3D object creator. So it is not going to be like Spore. At least that aspoect is going to require a decent amount of know-how-skillz.[/quote] That's interesting to read. I'd still be curious what applications exactly are thought of. Blender as a free tool would be best for custom art by the community allthough it's understandable i
[quote who="pigeonpigeon" reply="10" id="2314435"] Well, if it's something like units or spells or whatnot, then no, you can get by without any alteration to the game itself (unless you want to do something REALLY drastic like add a fifth element or make poisoned arrows). That's the point. In Civ IV you have access to the actual source code, and so you can do all sorts of crazy things not even dreamed of by its developers. No matter how good the built-in editors and python accessibi
So far I read about modtools launching with the game and a lot of scripting being done with python. Fine that seems like easy modding, but when it get's to serious modprojects this will still limit them a lot. So my question is: Will there also be some sort of SDK so we can mod the game on a sourcecodelevel(like including new AI routines) and import/export scripts for 3D applications(like Maya/Max or best would be Blender) to modify existing models but also get complete custom models