[quote who="Mikbro" reply="3" id="2774960"]Also if I create a map and save it, then try to go back to it, it's not there, but is is in my map folder.[/quote] I'm facing the same problems
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[quote who="EviliroN" reply="1" id="2775339"]I too used that code and while it didn't CREATE a data.zip all my personal mods and gnilberts are in the game. i suggest just renaming the data.zip so you can always change it back if you want, easily.[/quote] I've done that before, my problem is that it takes much longer for even a samll map game to load. I sure hop some gets the new code soon
as the subject reads how can I create a new Data.zip for 1.08, so changes I make to core improvements and the tech tree will appear in game? I tried using the usual code, CreateXMLBinary, but it didn't work anyone have any ideas?
I'm working on a mod where in order to increase your cit5y level you have to build huts and hovels needed for your people to have shelter from the harsh environment of the barren world. I've lowered the population capacity bonus of the of the cities and and shorted the building time for huts and hovels to one turn each and cut the cost of them in half. When I went in to test it, the game ran fine and every goes pretty on the player's end, but of course that's because the player knows
The problem with the merchant guide tech has also not yet been fixed, it still fails top show up in the game
Anyone know what file I would need to edit to increase the number of caravans kingdoms can have to at 3?
There minor race settlement I would like be rid of as it's it will be in the way of one of my settlements expanding. Anyone know how I destroy, not capture, but destroy this settlement?
I'd installing you armor and weapon tech mod, but it didn't work, how come? was it because I was using a custom map?
[quote who="Das123" reply="1" id="2749540"]Where are you saving them? Mine only work if they are in the Mods folder. Not in the My Documents area as was the original setup.[/quote] right I've been putting mod files in the units folder, is there somewhere else I can place that the game will pick up?
I'm trying to mod the tech tree to where the weapons and armors are separated from one another, but the changes I made don't appear in the game, do I need to mod the core or something, how can I get my changes to stick in the game? Someone please help :(
for some reason my hero isn't appearing in the game, please help, is there something I'm doing wrong? Champion Lady Azula 'For the spirits I will endure, for the people I scrifice' &nb
What's the difference between plain land and Tactical Land?
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is there a way[quote who="Novaburst" reply="4" id="2741307"] Quoting eug1404, reply 1What clothing the different races can equip is defined in the clothing XML. In the CorePantsSkirts.xml file, for each GameItemType node there are SupportedUnitModelType subnodes which determine which models are able to equip that piece of clothing. Changing it by hand looks like it'll be a pain, I'll probably knock something up in C# to do it easier if you can wait a day or two. <br
Okey someone please help, I did everything I was supposed I placed the logo in the logo file and it's in PNG format. I also edited the core logos XML file, but no matter what I do the logo's not appearing in the game pleas help, what I am doing wrong? Kingdom Crest 12 <Desc
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I'm trying to create a custom race based on the Shaikan race from spellforce and I was wondering if it's at all possible to create a special dragon mount?
[quote who="sagittary" reply="2" id="2741255"]The faction editor looks to have gotten updated some with more color choices.[/quote] I saw that, but I'm looking for goes beyond just color choices
I'm trying to create a custom race that I can create a Sovereign with mix parts from the other races, for example for my base male Sovereign, I'd like him to be to equip clothing from both the mancers and men is there anyway to do this?
[quote who="Tasunke" reply="4" id="2471275"]Okay, duly noted. :Ahem: To properly, and directly respond to your question ... dragons will be EXTREMELY RARE and EXTREMELY POWERFUL ... talking about potentially wiping out thousands of your fodder soldiers before death or heartattack/whatever. Now then ... A Dragon can be recruited, seemingly an endeavor of massive amounts of prestige (civilization) as well as dragon-speak knowhow (Adventure). It seems to be invol
Dude I just want some more information on Dragon's place in the game, if you want to make suggestions than go the elemental ideas board. Don't waste space on this thread.
How would one go about getting a Dragon to Join their side and once they get one their sid... what is the benefits beyond military? can you get more than one Dragon to side with you? will their be male and female dragons, and if they they be mated to provide your force with dragon off spring? Will their be a special dragon mount in the game for the custom units feature? will there be a special ability that can increase your forces ability to recuirt Dra
Interesting I like the dynasties Idea, but if were able to make heroes for our custom factions along with channalersI think it would be nice if our male/female channellers could marry our male/female heroes, it would make finding spouses much easier earlier in the game and make it to where you don't have to wait for a random bride/groom to show up. as for the problem of heirs being male or female, I think it would be, and this may or something similar may have already been suggested,
[quote who="Kitkun" reply="6" id="2387324"]Try to alt+tab out and go back in. See if it displays an error. Generally, if it freezes completely and waiting any length of time does not work, there's an error loading the mod. [/quote] I tried that but it didn't work. I think my be a problem with the referance data in forge tools 3. If that data is for 1.03 but rather a prevision than can any point in the direction of where I can get
Okey so this is data for 1.01 what the data for Entrenchment 1.03 where can I get the refernce data for that?