[quote who="Heavenfall" reply="5" id="3274670"]It's not possible to add that sort of dynamic creation of an item's attributes. It is also not possible to add that sort of creation of items. [/quote] Thanks for the reply Heavenfall. I realize that the current system would not allow that sort of dynamic creation. That is why I went towards a menu driven system that drills down towards premade items given as a quest reward. I looked at the two links yo
CaBhaal
[quote who="MutantDwarf" reply="1" id="3274644"]Do you mean you've got an idea for how you'd like to set it up if you could, or that you have an idea on how you could actually set it up to work in the game, like what values to modify in the XML files/etc? I'd rather be interested in hearing about any ideas you've got for the second - I can't think of anything off the top of my head that would work anything like MoM's artifact creation system; in fact, the closest I can
The single biggest- thing I think this game is missing is an in-game custom artifact/magic item creation interface. Master of Magic and several other games had it, so its absence is conspicous. Is anyone working on a mod to add this to the game? I ask because I came up with an outline of how it may be implemented. I can do the work, but didn't know if there was any interest. I also don't want to step on anyone's toes if someone was already doing a magic item crea
[quote who="BLoads" reply="9" id="2740399"] by "without satellite cities"... do you mean that you can build two cities near each other, then eventually build them in a way that they connect, forming one city? [/quote] No, I mean a city built just to farm a particular resource, food for instance, just so your capital can expand. I'm sure you could build two cities close together and join them by snaking buildings, but I'm almost certain the game would see them as two se
[quote who="Deneidez" reply="3" id="2740280"] And well, there should be no restrictions on how many tiles city can use. Its just stupid how after 60 turns you can't build anything in your capital because you run out of tiles(!). Also it would be better if population would help with research/gildars/materials. Its just stupid that level 5 city adds as much research as level 1 outpost. [/quote] There are techs that massively increase the amount of Arcane and Techical res
I was hoping to equip my familiar with weapons and possibly armor. They have hands and humonoid body types.
Talents and abilities on level up was suggested many times during the Beta. I don't recall ever seeing a response/feedback from the Devs.
I know one of Frogboy's goals is to have the AI smart enough to realize it needs to use boats/magic to reach opponents across water. Right now it's not there yet.
[quote who="Jae Kaenash" reply="3" id="2726711"] I have ver 1.01, not sure what that is (pre-install or what) but I agree this does feel like a Beta. no right click or left click to move? must use keyboard only to move? must be joking. [/quote] You should be able to move parties on the map using the right mouse button. Left clicking will select map objects, NPC's and towns.
[quote]Do you people speaking out against piracy honestly have NO pirated software on your computer whatsoever? [/quote] That would be correct. If it is worth my time to use something, then I should be willing to pay the people who put hundreds of thousands of man-hours into making it. I also pay for all of my movies and music for the same reasons.
Frogboy did say the Day 0 version will force an uninstall of the Beta. You can either play the Beta until release, or uninstall it now to reduce waiting time during install.
I've been playing through Oblivion for the second time. Rushed through it when it came out several years ago and never played any of the DLC/Expansion. Enjoying it quite a bit and having fun. My only fear is dropping it to play something new that just came out and never going back to it. Too many games coming out or just came out. (Elemental, Fallout 3: New Las Vegas, Starcraft 2, Vicky 2, Civ 5)
[quote]remembers Master of Monsters (could also be a mod, hint hint!) from the Sega genesis, or Star Control. Either one would be sweet. Im all for Dungeon Keeper too.[/quote] Masters of Monsters was a great game. There was a remake for the PS that was horrible though. On another note, Jagged Alliance is getting a remake: http://www.jaggedalliance.com/index.php?id=39&L=1
I just wanted to post that I found a solution...may be helpful for the tech support types post-release. Turns out the problem was related to DXDiag and its ability access the registry. On a whim, I copied DXDiag.exe from \\Windows\System32 to the desktop. I put a tickmark in the "Run this program as an administrator" in the compatibility tab. After that DXDiag and Elemental ran fine. Strangely enough, everything still works if I untick "Run as a
[quote who="kryo" reply="1" id="2692437"]As it would appear that DirectX is flat out failing to report the driver information correctly, it'd have to be a bug in the driver or DirectXitself. If changing the drivers makes no difference, you might try updating/reinstalling DirectX from Microsoft's site. [/quote] You see it the same as I do. Already reinstalled the OS, have tried reinstalling DX9c. I have no problems playing games, DirectX 9 or 10. I understand why you would
The game used to run properly on this computer. Ever since an update late Beta 2 I have been unable to start the game. The problem is related to the game's ability to properly sense the revision/date of my video drivers. When I attempt to launch the game I get an error message stating that my video drivers are too old and need to be newer than 2005. My current driver is from June 2010. <img src="http://i44.photobucket.com/albums/f20/cabhaal/ErrorMessage.jpg" alt="Error message" w
The topic raised in this thread has been one in the back of my mind for quite awhile now: How to keep developement of the Sovereign progressing for all player types. I like the ideas posted by people so far. I also have a couple ideas of my own... - Let the sovereign claim a portion of xp earned by all units under his command. An interesting way to do this would be to make a slider when you create the sovereign. On one end would be how much in % of xp earned by
I did not try it myself, but after a short Google search I found this page with looks like some helpful tips and software. Look to the third reply down.
[quote who="SuperTimo" reply="88" id="2606882"]I think it is good news since it costs peanuts, is ready patched and bundled with dosbox so that you have to do no fiddling whatsoever to play it Just install, click shortcut, and vóila. This at least on my WinXP machine, no idea about Vista/7... [/quote] Works fine on Vista x64. It does run under DosBox but is already configured.
Looks similar to the AI priority coding I helped with on Kohan II during the beta some years back. That system worked well for defining personality types while allowing modders to make broad changes fairly easily by changing a few settings. I like it [e digicons]:)[/e]
This thread got me thinking about the differences between character creation in Elemental and MoM. In MoM your choices made large differences in how you played the game and used your wizard. You could spend points to give you a stronger race. (Dark Elves) You could also use points to drastically change your starting position. (Plane of Magic) In Elemental all of your choices affect only your Sovereign or the city he happens to be in. Your choices also affected what kind
I played with the Diedrianna Lives mod for a bit but never the unofficial 1.13. I'll have to give it a shot sometime.
Jagged Alliance 2 came out in 1999 but I still start it up every few months. I keep wishing for a proper part 3. Great turn based strategy game. I always loved the personalities of the different mercs.
I usually make my Str and Dex 20 at start. I've found that the books will not increase those stats past 20. I was thinking 20 was some sort of cap.
[quote who="Frogboy" reply="19" id="2592966"]Sounds to me that people DO want a tutorial. If that is the case, we'll need to revisit that. [/quote] For a tutorial, I always liked the way the first Imperium Galactica was set up. The entire map was present in the game, but you only had access to small bit at first. As you progressed you would increase in rank and the scope of what you could do and your area of responsibility would increase. It kept you from having everythin