I had the same problem. There is this square that has about 30% mountain graphics in it. Does that mean I can 30 % not move there... ? Now on the 3rd screenshot you see a mountain pass and you can instantly identify it as "can go". In the vanilla game this is... harder. With mountain graphics bleeding into the critical hill square from 3 sides it looks like a continuous mountain range. Only the terrain ID window would tell you - if you su
Gazz_
While true, it's kind of moot because with 2.0001 CS you already get 2 attacks per round...
[quote who="Frogboy" reply="21" id="2792346"]I have a pretty lengthy list of things I want to play around with this month and next (for starters). If you guys want to see what I've been doing in my spare time, check out this video: [/quote] Gamers are a strange bunch. You can show them a video of where you press a button and the cool thing about it is that nothing happens when you do so.
[quote who="Furinax_GdL" reply="3" id="2793638"]Oh, that reminds me - can we please get an option to make the grid overlay a bit more prominent ? ...as I'm having a hard time sometimes figuring out how many tiles wide a passable mountain pass is or where the accessible mountain terrain actually ends [/quote] Like this ?
[quote who="Darvin3" reply="18" id="2793625"]It always depends on which era you're talking about. It seems some people here are talking about classical crossbows, while others are talking about late medieval crossbows. Big difference; a classical crossbow probably wouldn't even go through chain mail, whereas the late-period stuff were basically hand-held ballistas. So it really depends on what technology level we're looking at.[/quote] I think that this is actually t
[quote who="Heph_" reply="80" id="2793435"]And since i play normaly on the clothmap its sometimes not clear if my units can walk over a coastal tile thus its very ambiguous ifmy unit will use thatpath or not.[/quote] I've been experimenting with that and while it's a crude method (understatement FTW), it works. =P
Well, yeah. If it's so cool and magical it should do something beside just being better armor. Maybe some 1x per battle magic resist buff. Earth! Fire! Air! Water! Life! Go elementium!
What about an Easy Virtue trait? Or a city improvement "Brothel"?
Actually, if you'd create a lvl 5 building that has an upkeep of metal and crystal and produces elementium... Elementium. Always makes me think of something else. The material they build american trucks with. Just today in a movie I saw an empty truck (note that they run on diesel) drive off a very high cliff... and explode when crashing. Clearly american trucks are built from explodium because the fuel definitely does not do that.
I don't think so. There are 3 types of road and I messed with all of them. I would have hit the right one along with everything else... But nothing has any effect so they must be using an entirely different mechanism. In fact, judging from my experiment with cliffs, I'd bet money that the roads that we would have to change are ones like Elemental\Gfx\HKB\Roads\R1_Cross-NE-SW-SE_00.hkb So just "making them darker" would not be possible wi
The next issue for me are cliff tiles. There doesn't seem to be a list of cliff tiles to be used on the cloth map. So far it looks like they are autogenerated from the 3D tiles which would umm... suck. That would mean that there is no way to mark them as impassable terrain, like mountains are visibly marked. Moving units along the coast can be infuriating because you have to keep trying squares until one "works" and the unit finally starts moving. Submerged
To reproduce: - Activate a city's build menu. - select a building to place / build from the menu - Use the mouse wheel to zoom in / out until you make the transition between 3D and cloth map. The green placement markers are gone now but you are still in "place building" mode. Apparently the markers are not updated when making the transition.
I simply cannot find where the graphics are saved. I'm trying to make the roads on the cloth map visible . They completely fade into the background once you zoom out even moderately. Even when zoomed in, spotting them strains the eye. Judging from the look, Elemental\Gfx\Roads\Road_Tiles_Tracks.dds is the file that is used in game but no matter what I do to it or to other files in this fo
But if a unit had a good chance to flee, you can be chasing a single scout forever. And while that happens, it's running around, destroying your resources...
[quote who="Frogboy" reply="21" id="2792346"]But multi-turn planning allows for a much more intelligent AI. It just takes a LOOT of work and for the developer to be comfortable managing a lot of concurrent threads/cores which is something I particularly enjoy doing. But if you want to get an idea of what I'm going to be doing on my extended time off, this is the bulk of it.[/quote] That's definitely cool stuff but what happens if modders create new game features? Obviously
I'm not against city spam per se. I am against city spam being the most effective way when the game does not support the management of multiple cities. City governors, building queues (even if you do not meet the requirements for building X just yet), management screens. 1.09 already has an info screen but it's completely separated from the game. You can not do anything in there. It has to be either one or the other.
Yes, we all know that you are Anti Teleport Guy. But you should accept that your super power of saying no can not solve every problem. Slowing the game down does not automatically make it better. I have already suggested several approaches to integrate Teleport. Fast travel all by itself is not the problem. Is how it's implemented.
[quote who="Frogboy" reply="7" id="2792339"]Personally, I would prefer to have a tech that allows players to find Moon Gates or something like that. ... But that would be some thing in the future.I'd rather see gates be something anyone can use and become strategically valuable. [/quote] Hmm. The moongates from Ultima. They literally were moongates because they only appeared at certain stellar constellations and where they led also depended on the phase of
[quote]Any game that lets you build something on this scale :[/quote][quote who="hannahb" reply="14" id="2792323"]Any game that lets you build something on this scale : http://www.youtube.com/watch?v=kn2-d5a3r94&feature=player_embedded deserves every penny it gets.[/quote] Bat crap crazy. I'm waiting for a Minecraft 1:1 scale model of the solar system. Then the above would have the proper setting...
Also see this thread for how to make cliff tiles (and beaches!) identifyable from the cloth map. These cliffs aren't as pretty as the vanilla ones but I can see which one is a cliff and which is - most likely - a beach. Just by looking at the map! Um
In the vanilla game, every tiles that is displayed on the cloth map is actually larger than the tile border. (this is intentional) As a result, the tiles overlap and blend into each other, creating that "painted" look. That's nice to look at but makes it a lot harder to figure out which tile is which. I don't want t
[quote who="BoogieBac" reply="17" id="2792046"]wait so we can't use the mods folder in the elemental directory? Either/or...GFW requires certain things, and one is that we use Microsoft's documents folder systemfor non-core game stuff (saves, etc). We suggest users put their mods in the my games folder, but it's up to the player I suppose.[/quote] Alas, this does not work. G:\Game\Elemental\Mods\Gfx\Terrain\Grid0001.png - does not work.<br
This is 100% reproduceable. Attack something so that you get the selection window for Auto / Tactical battle. Do not choose one of these options. Instead, press ESC and leave the options window again. Now you cannot move. cannot attack, cannot end turn. I called it a semi-lockup because it only locks up the gamestate. It doesn't lock up the engine so you can save / reload at this point, which fixes the issue.
I've seen one when browsing the game data but apparently it's not being used. It's not a "functional" one but apparently an ornamentation because it includes some kind of banner, intended to show text.
[quote who="atlatea" reply="252" id="2792099"]Second, about haste spell, i notice that haste can be stacked many times, as long as the caster has mana and action points, making the one buffed with many hastes have insane amount of action points (i mean combat speed). Once again, does the spell supposed to work like this or this is another bugged spell?[/quote] The current magic system is kind of a placeholder for the actual system that is promised for 1.1. Right now there aren