Great job, really pleased to see this. Can't wait until we get things like this fully implemented. I just hope that Elemental continues to develop in a way that supports your hard work. However I would also ask that we keep each mod to one or two threads...I'm excited about what you guys are doing, but this isn't the Dragonlance forum ;)
Goontrooper
Jharii, I'm hopeful that Stardock will support the mod community, and so far I fully believe that they will. Maybe we won't get what we want as fast as we want, but I think it is coming, and I hope a Quest Editor is among the support we receive. Aerion, I'm not sure what that has to do with Stardock or anyone else creating a Quest Editor. I've also been hesitant to really dive in since so much will change with 1.1. However, the more tools we have now, the better. People
Frogboy has spoken at length about the power of the quest system, and has even mentioned adding a quest editor to the included mod tools. I really hope this will happen. The quests included in Elemental are very simple and, well, dull, for the most part. There are lots of talented, creative people that would likely create amazing quests for Elemental, but they lack an easy way to do this. A quest editor would take much of the pain out of making new quests, and allow modders to focus their eff
ronalmb, nice start. I hope you are able to find success with your work. The more talented people like yourself we have helping to mod Elemental, the better!
Went ahead and picked this up since I loved AoW back in the day, but somehow never got into Shadow Magic. Are people using mods with the Impulse version of this? I've been looking through AoW Heaven, and it looks like there are lots of good mods...but I may have to *gasp* mess around with DOS prompts and other such things that I haven't touched since the 20th century.
Looking forward to your continued efforts here. Thanks!
[quote who="Robert Hentschke" reply="1" id="2786651"]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.[/quote] I can understand that, but I didn't want to go into too much detail initially. The key thing is the execution. Ele
Hey everyone, Ever since Beta I have been kicking around some mod ideas. I'm now, finally, starting to move forward, mostly just to learn what I can and can't do at this time. It is tough since Elemental is in such an evolving state. Some people are already doing some great early modding, and it has been nice to see. I'm looking at doing something a bit different. Many of the mod ideas have focused on adapting some kind of source material, s
[quote who="GaelicVigil" reply="18" id="2785832"] Sounds cool. Although, doesn't every equipment piece cost the same per civilization? Unless equipment is changed as well, wouldn't you just be nerfing some races?[/quote] You can make equipment race / faction specific, which is what I am doing in my mod. So the Orcs have their own equipment and tech tree, the Elves have a different set, etc. Plus I plan to make each race's base stats different. So an Orc
Yeah...HoMM has been a great game over thhe years...but that screen makes me want to claw my eyes out and die. No offense.
I have had TONS of crashes with CIV V. Right now, far more than I have with Elemental. I had plenty of crashes with Elemental DURING BETA, but really can't think of any since release. However, Elemental has had TONS of other problems. Overall, I think CIV V is much more polished, balanced, complete game...right now. As much as I am enjoying CIV V, I sometimes find myself wanting to play Elemental instead of work on my mod ideas...and that is a huge credit to Elemental c
Glad to see this is getting some love from Stardock, hadn't seen many posts from you guys about it yet. This and the archery bug were a real pain when .08 first hit. Glad to see that those will both be a thing of the past soon, and glad to see that you guys aren't going to drop any more weekend hotfixes and then leave us out to dry over a weekend. As much as I want fixes now, now now, I would much rather wait a few extra days for a quality patch or at least a patch that can be hotfixed quickl
I'm actually looking at making unit sizes race dependent...haven't talked about it much yet, but I'm working on a 'generic' fantasy mod, not a recreation of any other source (MoM, AoW, etc) but something that I am designing ground up that will be designed to work with Elemental and play to the strengths of the engine. Anyways, in my mod so far, I'm trying to have, for example, Elf units go in a 1 / 2 / 5 / 25 unit setup, Human units go in a 1 / 4 / 10 / 50, and Or
Well done. Looking forward to playing around with this and seeing what others come up with.
I hope we can figure out a way to do this sometime. It would be great to be able to have champions lead units, especially if the Champions could give a bonus based on abilities or stats. This would increase the survivability of champions and help balance them.
Some people are saying that in a GMP, each magic user should have a mana limit per turn. So...how do people picture the mana per turn limit working? How would this be any different from an individual pool, in the end? It would basically be the same thing in many ways. What I want to avoid is individual mages becoming unimportant and even more generic. I worry that the GMP will do this. Right now this a
[quote who="VR_IronMana" reply="6" id="2781451"] Hmm...I'll have to break out notepad++ and search for that term in the xml to see if it exists in multiple places. I've noticed "overriding" with some very minor stuff. For example, I want the background music to cycle every 20 turns. I open up the xml find the "forcemusicstart" (or something like that) and it's set to 25 (I'm guessing turns). So....why does it cycle only every 50 turns? And there's no other mention of anything
A fully functional Quest editor. Brad has talked about this, and I think it would be a HUGE boon to the community. The Quest system should be powerful enough for us to do some amazing things with it, and if a good editor is provided it will unlock the creativity of lots of people who can write and design fun quests and stories, but who aren't great with XML. I want an editor that can do lots of things for a designer.... 1) Allow for multip
Agreed that bow damage is a bit much compared to hitpoints, armor, etc. Bows SHOULD be deadly, but they shouldn't be as deadly as they are now. Stardock has been playing with the balance since beta, and I'm sure they will continue to do so. In addition the problems I mentioned with range, battlefield placement, attack first strike, etc...there are a few other issues. The tactical combat is very simple and doesn't allow for a more detailed handling of archery, which pla
[quote who="Istari" reply="118" id="2781057"]I don't think Brad meant that mana would be shared between Channelers, Imbued Champions, and Offspring, because it doesn't make sense. The mana in the GMP is not the total sum of mana available in the world, but rather the 'power' that the Channeler has accumulated over time. This power is not literally sitting in some physical and separate pool waiting to be used as though it were gold brought in from the mines or food shipped in from t
I have started experimenting with this a bit. It is a simple thing to change the COST of each unit in CoreUnitGroupingTypes. So for example, you can change the Party size from 4 to 10 soldiers. I'm still playing with it a bit, there still seems to be some weirdness. I can't edit the Individual size properly. So if you try to change the base training time of an Individual soldier from 3 to 1, it doesn't seem to take effect. Not sure what file is overrding that. It works for the 3 other u
The real key here, in my opinion, is the setup of the battlefield and the range of weapons and spells. In most battles, the attacker can begin slaughtering the defender on the first turn. The defender can't organize their units or do anything else. Picture a game like Total War...you have the all important maneuvers before battle is joined. That phase of battle is often what decided real battles. In Elemental, we don't have that and it really hurt
Um, you guys know that there is a new Colonization game, right? It came out last year, I think, and is based on the Civ IV engine. They did a decent job with it. I too loved the original almost as much as Civ and Alpha Centauri. The soundtrack really stuck with me for some reason. Anyways, good idea for a mod. You could do quite a bit with the theme.
Yeah, I hope we can figure this out. That way, you could restrict a cavalry lance to a mounted warrior, or restrict a halfling from using a greatsword. Or restrict that greatsword to someone with 14+ strength.
[quote who="Satrhan" reply="103" id="2780094"]Goontrooper, did you see my reply on the previous page? I explained how the proposed system could fit with the lore. I'm curious to hear what you think..[/quote] Sorry, I meant to respond to that. That is a decent point, but what about children who are natural spellcasters? Shouldn't they be part of a separate pool from the Sov? Bottom line is that I am perfectly willing to give