Heavenfall Heavenfall

[eMOD] Bugfix Mod 2.2b for Elemental 1.07 (now with Icecrown's spells)

[eMOD] Bugfix Mod 2.2b for Elemental 1.07 (now with Icecrown's spells)

Again, I'm deleting this post because old bugfix mods seem to attract pirates.

Update your game, and the new bugfix mod for 1.08 can be found here: https://forums.elementalgame.com/396824

39,672 views 67 replies
Reply #51 Top

https://forums.elementalgame.com/393755

Reply #52 Top

Just wanted to say 'Thank You!' for making this mod. It really helps out while waiting for patches and makes games much more fun.

Keep up the good work.

k1

Reply #53 Top

2.2b released, just adds icecrowns air spells.

Reply #54 Top

I have a question regarding race fixes in HF107_race_Umber.xml and such files..
In my My Games\Elemental\RacesTypes folder, i have an .xml which does nothing but change the core races terrain type and in some cases building colors. It looks like this:

  <RaceConfig InternalName="KingdomOfGilden">
    <BuildingPrimaryColor>255,194,130</BuildingPrimaryColor>
    <BuildingSecondaryColor>138,95,54</BuildingSecondaryColor>
    <EnvironmentTerrainType>3</EnvironmentTerrainType>
  </RaceConfig>

Because of this, and because your (amazingly awesome) bugfix for the races such as Pariden includes ALL data on the race, i must manually re-enter the building color / environment terrain type into your bugfix files (since they overwrite my minor stuff in the "my games" folder).
Wouldnt it work if you used the same method as the above, only entering the specific NEW or CHANGED data in the races?
Only the bugfixes and changes, not EVERY single line?

Idk just wondering if its possible :)

Reply #55 Top

I don't know, try it out. If it's possible I will definitely do it.

Reply #57 Top

[quote]HF107_item_medicalpack.xml - Medical Pack says it adds 1 health regen per turn in strategical combat. This isn't working, so I've changed it to apply to tactical combat instead.[/qoute]

You can fix this to work correctly in the strategic map by adding <Operator>+</Operator> to the code before the <Value>. I tested it and it works, healing units outside the influance area each turn by one and by two once inside the influance area. I tested it by making a duplicate pack, changing the name and adding only the bit of code.

I think the default is to multiply any value, thus anything times 1 is the same number. I might check this out myself in a minute  by changing the value to 2 and see what happens. 

Hope this helps, keep up the good work. 

:congrat:  

 

Edit: I tested it with 2 as the <value> and no defined <Operator>. It didnt multiple, it was still adding..this could be very very bad.. I will test more immediatly...

Edit2: Well it appears that after all my playing around, the <Operator> command does nothing. Except fix the two instances of a bug on health regen. So You can use it to fix the medical pack. mine is fixed now in my game and stays fixed even after I removed the code. go figure. Live and learn I guess.

Reply #58 Top

There is more to influential then just the size of your borders P22. Its also the method used to resist other cities borders expansions and to push back their borders.

Reply #59 Top

Which is something that can't be tested if it works.

So we can only "hope" that influential does something useful. :grin:

Reply #60 Top

Funny thing about medic packs.

Just tested them with no modifications and they work properly.

After getting injured, unit with medical pack healed 1hp per turn in neutral terrain (haven't tested other conditions).

Reply #61 Top

Quoting p22, reply 60
Funny thing about medic packs.

Just tested them with no modifications and they work properly.

After getting injured, unit with medical pack healed 1hp per turn in neutral terrain (haven't tested other conditions).

hmm, thats wierd, maybe they work for some and not for others.

Reply #62 Top

I've also used debug mode, if that matters.

Reply #63 Top

I'll remove it in the next release, if there is one.

I've run out of errors, and I've started some serious work in another mod which makes me not see regular errors. So if you see a bug, please let me know (I don't have time to scour the forums looking for them).

Reply #65 Top

For the next patch I intend to reduce the overhead and repeated tags. This should slightly increase the compatability with other mods.

At least in theory we should be able to have one mod change something in a building, and another building change something else. If they're both done right.

Even better is if they update how mods overwrite things, of course.

Reply #66 Top

 

Thanks for this mod, I played plenty of games with these fixes!

Hope you will carry on and update it for 1.08.

 

Reply #67 Top

Just a reminder for everyone to delete their HF107 files before playing a 1.08 game.