But when current caravan is destroyed, the roads don't go away, no...? The fastest way to spread your empire is still an organized monarch tagging a pioneer and caravan along. Drop city, attach to road network using the caravan. *click* Yes, it's silly. But that's how it works. =P
Gazz_
Don't look if you want to maintain your illusion of Elemental having a vast array of unique and interesting spells. =P
[quote who="Tasunke" reply="11" id="2754070"]I kinda like the way Roads are currently created by Caravans.[/quote] Randomly generated roads hurt my sense of order - and efficiency. I gotta admit, it is easier to build caravan roads with the current system than to have to do the shoveling like in MOM. Army of caravan + channeler leaves town, teleports next to destination town, next turn the road is complete. I don't see the problem rendering
Every game has one such... post. It's like Moorcocks eternal and multiversional hero. Yes, he can die, but only to resurrect as an equally tragic (and inevitably doomed) figure. Come to think of it - there is a forum rule against ELEMENTAL ROX posts but none against MOM ROX. Maybe that's the problem.
Banishing the wizard err... sovereign... for a few turns instead of an empire wipe would be harsh enough. Especially in MP.
The community is split by design. I realise that there must be people that want to play this game in a multiplayer mode (people want multiplayer Solitaire if you ask around...) but that is no consideration whatsoever for me. The biggest priority I see is getting modders access to the script engine so they can tell the game how to best use their modded features. It can't possibly figure out all the crazy mod ideas on it's own. The kitchen-sink mods are all that's
[quote who="Heavenfall" reply="111" id="2753518"]Sometimes, some things were so far out of balance that the only logical conclusion was that they were not balanced at all - there I supplied a reasonable value. Do YOU think a level 3 spell that cost 2 mana and doubled your defense and stacked with itself (300-600-1200-1400-2800 defense) was reasonable? Or that a 12-man unit with the best gear in the game and every bell on top should be trained in 1 turn? [/quote] The problem is not so
[quote]As for the why not enjoy mods- I have a lack of faith in people balancing things and making the AI work with the changes. I really shouldn't have a lack of faith in them.[/quote] So when "people" should not be allowed to balance the game - aren't there actual people working at Stardock? Are you not people? Early mods will be unbalanced because modders are still testing the waters and the main question is how to create an effect at all - not how many points of d
Actually, how does karma work? I know that yesterday I had like 2. Then 4. Then 6. now it's currently 4. Is it a random roll from 1 - max.karma, like the current spell damage calculation? Edit: Nope. 2 again. Edit: Wrong again. Now it's 5.
The short answer: Master of Magic. 15 years old and it still takes the lunch money of many current titles. That's so sad. The long version: because Elemental already has many of the elements that would make it possible to turn it into a worthy successor of "that game". (and it's just as buggy as the MoM release was. Yay! =P) I don't expect it to be a carbon copy. I don't want it to be because MoM had it's share of problems, too, and I want something bett
You feel weary. Your limbs are heavy. You can only hear my voice. When I snap my fingers you will wake up and download and install the Bugfix Mod. *snap*
[quote]For example, I got more "karma" from my "Wanted: New Advisor" thread then I got from all my mods combined, that ain't right. It's funny but not right...[/quote] In many games, "mods" are automatically put on the same level as trainers, money cheats, teleport hacks, and aimbots. Yes, it's stupid. While there certainly are mods that make the game easier in some way or another, most aim to make the game more varied or balanced. Often both. But try to get t
[quote]I like the look of X3 TC but I am going to wait until they drop Tages from it.[/quote] Apply the current patch and all copy protection is gone. (applies to both Reunion and TC) [quote]X3 Reunion still trumps Terran Conflict for me because of the mod support.[/quote] TC uses the exact same system so all Reunion mods can be (and pretty much have been) converted to TC with minor alterations. TC has better support for user created "stuff". Capita
I never worry about tossing out an idea even though I have no idea if it's at all possible to implement it right now. When scripting/modding X3 (over there I'm Gazz), I almost always found a way to implement "stuff" - if not literally then in spirit. And as long as it looks like it works it doesn't matter if it's possible that it works within the game engine. Games are all about creating an illusion and mods are no different.
Corp Por! Corp Por! Corp Por! Corp Por! =P Cooldowns would be a huge improvement for unit/item special abilities, so you could use mana-free effects for trained units - among many other things. Call them melee disciplines... stuff like the "Bash" spell that could be on the shield of your soldiers or a "Charge" spell, that would be a spell on their "horse" item. Battles are short but it stands to reason that the cavalry might get one good charge in...
I don't like it, either, because it sounds a bit like those sparkling emo vampires you sometimes get in daytime soaps but... come up with something better and yet intuitive. Please. Elemental Mod -> EMod or eMod or eMOD Capitalisation wouldn't affect search engines and this may not hurt quite as much to look at. But in the first post those had to be easily visi
Or... a way that can be implemented right now: Let spells get 3/4 of their bonus (damage or whatever) from the correct shards but 1/4 from the total number of all shards. That's just a change to the formula in the spell XML and removes some randomness while not leaving you with zero bonus from having all "wrong" shards. In theory that's the exact same bonus it is now because there are 4x as many "general" shards as there are "correct" sh
* reserved *
How to find the mods and posts you are looking for As suggested I'm re-posting this as a standalone. (and cleaned up) The forum is getting messy and it's getting worse. The search function is useless unless you stumble upon a perfect keyword. Organisation is required. (maybe I'm just biased, being german and all) Multiple subforums were suggeste
For a apear: a short range "throw spear" spell so a normally melee-only unit could moonlight as a ranged one. Tower shield: Shield wall. Increase defense, reduce offense Smaller shield(s): Shield Bash. Small chance to trip/stun opponent. Warg: Maul (seize 'em!) Horse: Cavalry charge. I'll be damned if I can figure out a way to make it useful but it sure sounds cool. The best implementation of a charge I have seen in Shadow of the Horned Rat. A
Balance by making units identical (except for the name) is boring. =P
Maybe more a shining black chitin effect, like a bug carapace? =P
Sounds like a good way to get some variety into the terribly bland standard units. Hmm. If horses are an "item" (I never found a horse resource, yet...) then you could put a cavalry charge skill on it (once per combat?), heavy shield units that can form a shield wall, short range spear throwers who can still melee because their "spear" is a melee weapon with a throw spell on it... and all kinds of wild and crazy stuff that I can't think of just yet. =P
double post
Yah, possibly. Pretty likely, actually. But "Elemental Modding" is so new and unfinished that I wouldn't expect anything as spiffy anytime soon. =P [quote="Aerion Istari"]I like Robert's suggestion. Makes the most sense. [/quote] I'd prefer more intuitive tags myself but you simply cannot Google search for "mod" in a modding forum... It's more like the least undesirable option - but as long as it works with the search engine</e