Actually, better make it a big button for "Read Next Tip". This would then freeze the loading and let you cycle through all the tips until you hit the DONE button - which only shows up if you freeze the display. Most of the time, you'd really just want to load the game without having to confirm that you really really want to load it completely...
Gazz_
[quote who="cpl_rk" reply="9" id="2788193"]Lower land doesn't work too well, I'm not always able to move into squares that have been lowered.[/quote] Enable the terrain type display in the upper right of the main screen. That something visually looks like passable terrain doesn't mean it is that in game terms.
Hexes are cosmetic. They don't solve any of the actual problems with the current tactical battle system.
[quote]Teleport bugged?[/quote] Yes. Plain and simple.
Now that I let it run "for several minutes" it works normally. Still - it's very annoying that the program doesn't give any hint about what's happening. If it's happening in fullscreen mode you can not alt-tab out of the loading screen and you can't bring up the task manager to even get a hint as to what's going on. Effectively, the computer is locked up as far as the user can see.
Situation: 1.08b.094 The Mods folder exists but is empty. I deleted Data.Zip as well as Data/English/*.* because I had messed around with some files I used the Impulse Verify/Update to recreate all of those. All files, including Data.Zip , have been restored. Impulse Verify now reports: all systems go. When I click the desktop link for Elemental.exe or try to star
Lots of updated spells, mechanics, and uhh... stuff. Spell: Path of Inferno - tac: Unit buff, most likely an innate to a powerful fire elemental. Could also be very "interesting" as a debuff on something that is not immune to fire... &nb
[quote]Your archer over multiple turns will proceed to the "X" with no recourse. That unit is basically dead in most cases.[/quote] Not true. You can click the archer even if it has no movement points left and alter it's destination - or reset the path to it's current location. Under the current system I would agree with a REDO MOVEMENT button but never with a REDO ATTACK button. This would just be an exploit. However, with a serious tactical combat system and <a
[quote who="Black-Knight" reply="2" id="2787154"]having to research them as a technology FOR EACH NEW CITY would force to make them only if we really need them otherwise we would be behind in terms or other developments.[/quote] While the basic idea is silly, I think this could work beautifully in game. =P There would be a tangible drawback to expansion to be weighed against the benefit of grabbing additional resources. So far the best suggestion I saw.
Enemies wouldn't have to drop all items they are wearing. Getting thousands of gold pieces worth of loot for casting 2 damage spells is a bit off the scale. Still, a random chance to get some of them would be nice. And all quest items. Those should never be destroyed. Quest items need a flag to identify them as such.
Yes, it does. Non-Fullscreen is a lot less dangerous (and faster) with Alt-Tab. It's just a window that looks like fullscreen. Actually a pretty neat trick...
As strange as this sounds, it's actually a more honest approach...
Well, it's work to be constructive, develop concepts with all the pros and cons. Just writing down all the silly crap that crosses my mind is a lot easier. Like that rubber toy on the wall over there. Now I want rubber city walls that make catapult stones bounce back. Isn't that obvious?
I just haven't seen a properly evil Death magic, yet. Save at -2 or die. *yawn* But what about infecting units with a pretty harmless flu? Just 1 damage per turn! And 2 on the next turn. 4 the turn after... Well, sorry! MWAHAHAHA! Direct damage is nice but really more suited for fire or earth. Watching the enemy die, wasting away every turn... And all that with some relatively small and fast casting spells because they don't need the dir
Healing was not the cause of the first bug. The problem with healing was just the next domino stone.
Well, write a proper bug report with less than a wall of text and suggest the solution. The actual percentages are irrelevant. I just made them up on the spot. Healing too well out in the boonies would devalue magical healing so I wouldn't overdo it with the %. Maybe make it so that fortified units heal as well as in a city. Then they are resting and not running around... Healing, yes, but with a tradeoff.
MoM has been installed on my computers for the last 15 years or so. I played it last week. And yes, there are global debuffs and even resist debuffs that help but don't scale very well. Using single-unit debuffs still isn't very cost effective so creating a shool of magic that relies on debuffs would require a different approach.
Something healing +x HP can never work in a game like Elemental where unit HP can range from 10 to 1000. That's 2 orders of magnitude so until you include +100 and +200 HP per turn healing options, it's not working out. With that kind of scale, the only healing that works is a factor. Friendly territory: 5% per turn Garrisoned in a city: 10% per turn Healer's Temple: +15 % per turn That works for all units at all stages of the gam
Well, yes. In Elemental you have the choice of either researching (generic) military tech and having powerful units or not doing so and getting crushed by the AI which always does. Those kind of choices aren't really choices. Military tech alone should have deeeeep multiple paths to strengthen different branches of the military, such as a cavalry path to add all kinds of boni and abilities to cavalry alone . The research tree must be so deep that it would become v
Sure I'm interested in what you're building there but you haven't said anything beyond that you're creating "a mod" with lore, spells, tactics, and strategy. Effectively, you're creating Elemental. So I can only comment on that and say that I think it's a good - if ambitious - idea.
The few vs many issue with buffs vs debuffs only looks like a principle flaw if it's not balanced. A debuff should be far cheaper than a buff that your units can "use multiple times". And there should be some irresistible debuffs and/or irresistible resist debuffs to make a debuffing strategy actually viable. That's why my suggestions for the Death Book also include AE and resist debuffs as well a
[quote who="UmbralAngel" reply="35" id="2786162"]If your city has a pub any unit staying in that city has a chance of starting a battle with some drunken oafs. Your unit has an intoxicated buff that gives him a 50% chance of missing.[/quote] Units stationed in a city with a pub should infrequently get an increase to their unarmed combat rating, losing 1 HP in the brawl. New unit: Televangelist. They are sent towards neutral and enemy cities to use their Raisefunds
Few ideas are actually "stupid". What happens a lot is that people post something but don't think it through or consider the consequences once it interacts with other parts of the game. Then, when others point out the possible flaws that it would lead to, squabbling ensues. People start defending themselves instead of just improving on the idea and taking away the reason why others "attack them". It's not an Elemental thing or a forum thing, it's a people t
After loading, the CAST button in the spell book does not activate before you have clicked on 2 different units (channelers?).
The game is prettier without but especially on the 3D map there is no possible way to tell which squares are passable and which are not... except for the grid. As a result I would wish for the grid to brightly glow so you could actually play on the 3D map.