James009D

James009D

Joined Member # 1823222
23 Posts 922 Replies 957 Reputation

Fantastic, this expansion sounds great! [quote who="Ragnin" reply="209" id="3319813"]Will there be a increased Sovereign customization? I was always somewhat bummed that my Sovereigns and other heroes all kind of end up looking the same after a bit. I would really like options to change size, shape, race and the option to hide helmets. Anything to make my Sovereign more unique and set him apart from other units around him. [/quote] Also, please do this!

301 Replies 1,510,911 Views

I find that there are very few good RPG games, few strategy games, and almost no games that combine the two. For me, that's why I bought into Elemental because you tried to merge those two systems. Maybe it wasn't a perfect mold but you tried ^$&*$@! And that's more than most other games can say. That's what I love about Stardock games. When I play them I can feel like I own a part of them either by making a unit in an Elemental game, building a

171 Replies 741,258 Views

Could you do this with a one-use potion or a book that the sovereign starts with by using the code: Champion_Potion Or something like that? Quite frankly, I'm going to experiment with this right now. EDIT : Testing this... [code="xml"] <Gam

4 Replies 4,335 Views

This fascinates me. Let us know if this leads to anything. I actually really miss the old stats system from Elemental and would love to see them return in some way and provide more character development.

6 Replies 3,783 Views

I'm finding it best to just delete my previously created content and remake it with each version. I literally HATED one of the last patches because of something that changed with civilizations getting more food and material per tile. It totally nerfed my Kingdom and I didn't realize it until I read and compared the code. That being said, now I'm playing better than before without that penalty!

3 Replies 7,103 Views

Just briefly reviewed this and found these. [quote who="sweatyboatman" reply="3" id="3307349"]#1 Road Building: Road-building between cities/outposts is a big headache... #2 Pathing hints: Give the user an idea of what path a unit will take before they start to move. Also, for moves that take multiple turns, show the number of turns to complete (preferably by coloring each turn differently). #3 Allow passage through allied cities/structures: if we hav

221 Replies 587,958 Views

There are so few of these threads, which saddens me. King James Fox "The leader of a great nation that had fallen in the cataclysm James Fox finds himself rebuilding that nation with those who survived. A man of integrity, leadership, and intelligence King Fox believes that he can unite the lands and reclaim a lost time for the embers of Armageddon." M

2 Replies 22,171 Views

[quote who="Gammit10" reply="27" id="3311686"]I would love if more micromanagement was offered as an option, maybe even just for higher difficulty levels and with the weaker difficulty levels the AI takes care of these decisions for you. Options are good.[/quote] This. I like this approach. Let the game automate what you want it to and allow the player to focus on what they want to focus on. For example, maybe I don't care about research, city building, or unit

29 Replies 33,997 Views

FTL is a fantastic little game, I just wish the developers would keep adding to it. I want to see DLC, more mod support, new scenarios, etc. Also, if you want to watch a quick Lets Play of FTL, check out this link: http://www.youtube.com/watch?v=XfpVw9ECbuA Lastly, regarding Fallen Enchantress, try not to take too many steps back with the RPG system. I feel like the RPG aspect of the game

43 Replies 133,515 Views

Actually, I believe I have already tried using the bandit lord ability as a base for this and had no success. It's either a problem with my code or it does require a castable spell. I'll look into the summon elementals spell.

8 Replies 9,650 Views

Hmmm, I have come to the realization that I have no idea how to actually make a spell. I'm going to assume that I need to make a custom trait or ability that links that spell? Then give my character that trait or ability. Here's what I have now: [code="xml"] DisplayName DisplayName </DataChecksu

8 Replies 9,650 Views

I have a sovereign I created who I decided to make a weaker character, however, I'm planning on him starting off with an additional companion to off-set his weakness. I know how to add an additional dog or bandit or guard to him but I'd like him to start with a full champion or companion or hero character who can level up, get equipment, and hold their own. The question is: how does one do this? I've messed with the code a bit for the character file and

8 Replies 9,650 Views

Yeah, modifying the textures isn't too difficult. We just need a skilled artist or graphical person to sit down and make a variety of faces or something. Frankly, I'd love to see more faces; right now there is too little variety and not enough to really distinguish each character from one another. EDIT : More clothing, armor, and weapon variety is also always a win.

17 Replies 7,265 Views

I remember this actually worked in the beta. I believe some of the screens are missing but you can indeed get married. I can't remember if off-spring worked though and that's the big issue. Also, I believe computer players started off married to a randomly created NPC, which was kinda unfair. But if someone can get this working well, awesome .

14 Replies 12,500 Views

I'd check the character's file and see if the history is in the right area. It's probably just under the wrong declaration or an old character (from a previous version).

3 Replies 1,784 Views

[quote who="Emperor_Nero" reply="3" id="3257515"]You have to give it a couple of minutes. It works fine, but you can't be so impatient. If you cared to read around you would have read that they're people having IT errors that are out of their hands. Shit happens. [/quote] Try not to be too judgemental in a support forum where people are already having problems. You're just batting the fire. I'm having this problem too. I think I&#3

7 Replies 4,971 Views

I'd change the governor bonus to work 100% when in a town and slowly ween off after they leave (speed depending on how good of a governor they are, maybe 2-10 turns). I think assigning governors would become too much micro-management and require unnecessary UI work. Regarding grouping troops to heroes, I think your idea would work better within a trait (like Commander) rather then a broad bonus. Some heroes are leaders, others are not.

4 Replies 4,435 Views

Just thought I'd comment and say that Fall Further from Heaven (an excellent mod for Civilization) had buildings you could construct that gradually gave unit's XP for being stationed there (akin to passive training) up to a certain level. This rewarded players who constructed these buildings and gave a way to revive old unit's who didn't necessary benefit from the initial Barracks upon training. Basically, units and heroes need ways to <span style="te

26 Replies 23,620 Views

[quote who="Crono908" reply="23" id="3112053"]See, Star Trek the Next Generation actually got better after the passing of Gene Roddenberry, rest his soul. Maybe thats what Star Wars needed, George to die before he made the second trilogy.[/quote] True, but there were many other factors that contributed to it's success besides the passing of it's creator (ie. TV success, characters, modernization, funding... least of which, better writing). Also, loved the Bothan

39 Replies 57,997 Views