kenata

kenata

Joined Member # 2383943
20 Posts 701 Replies 12,520 Reputation

[quote]1 Like being able to target squares in Tac combat (1 to x number for effect). 2 Target more then one individual in the strat map. 3 Create a separate pool of hit points for a target to act as a sheild. 4 Have effects that are persistant and move with a target if tagged (like a shield effect on a caster).[/quote] 1) Have you tried the Any target type? This allows you to target any tile whether it contains a enemy unit or not. 2) This is possible to a very

7 Replies 6,710 Views

[quote]It was never a goal of the mod to be compatible with other mods, but you're right, indeed it might be better to split all the components of New Order mod. But I must refuse your Proposal, bacause the new NPCs use all the new equipment and the new equipment NEEDS the changed Techtrees[/quote] The tech trees are only necessary for this in the specific case that they are going to be unlocked for unit design or for purchase in the shop. The NPCs will get the items automatically if

11 Replies 38,241 Views

I think this mod might be better as like 3-4 mods, which address each part that is trying to be done. So A talents and histories mod, a equipment mod, and an NPC mod. This might make it easier to mitigate the possible incompatibilities, as well as allow users to get only the pieces they want without having to gut them out.

11 Replies 38,241 Views

Wow. Very ambitious mod. I see that you are using what appear to be a personal website to host your download. I might suggest you put it up on wincustomize.com as this is both an SD site and is home to many other great mods. You may also want to post some compatibility notes as well. This mod may not be fully compatible with the other popular mods out there. Under your TODOs, you state that you want to give the NPC's special abilities, I personally m

11 Replies 38,241 Views

[quote]Age of Wonders: Shadow Magic has good terrain. It has elevation, it has cover, and it has movement modifiers.[/quote] Remember though, Age of Wonder: SM is not only the third iteration of the AoW series, but also has an extremely different focus. As someone recently put it, AoW is designed to get you to tactical combat and to make tactical combat as interesting as possible. Fundamentally, AoW is a series of war games, where as Elemental has a war game element. If they spent the

42 Replies 131,467 Views

[quote]Does the AI read the ? This was alluded to, but never answered. Just curious.[/quote] As far as I know, the Ai does take this subclass into account. [quote]Also, what is the maximum value for the AIPriority tag?[/quote] I am not sure that there is one, in the strictest sense. Though I would imagine the upper bound is defined by whatever type is holding the value.

127 Replies 197,445 Views

I'm not really sure why this isnt working for you. I just created a similar trait as a test to see if this was some how possible and had no trouble getting this to work. The code for my talent is as follows. [code="xml"] Champion_Talent

3 Replies 4,010 Views

[quote]One of the big problems I have with this mod is that I feel isn't balanced. So much so, that I'm starting to consider leaving it off. I think the variables are a bit too large. The game becomes very unpredictable, something many of us mentioned to Stardock as a valid criticism. I just had a bunch of guys roll into a town, and the soldiers there should have been able to take them fairly easily. Instead, two of them one-shot my defending soldiers, ripping through their ar

127 Replies 197,445 Views

AT RELEASE: E: War of Magic: C- Civilization V: C Starcraft 2: B Fallout: New Vegas: B+ END OF 2010: E: War of Magic: B- Civilization V: C+ Starcraft 2: B+ Fallout: New Vegas: B+ NOW: E: War of Magic: B Civilization V: C+ Starcraft 2: B+ Fallout: New Vegas: B+ (shelfed) Honestly, New Vegas was the most solid game of al

135 Replies 369,671 Views

[quote]Here, Corporations (literally) are regarded as "People" when it comes to criminal law and theft is theft. Law is a thing I'm not expert in, but seems to me that if a Corp. causes a death, it is a criminal as well as civil matter.[/quote] It is true that corporations are considered "People" in the US, though they are not actually bound by criminal laws in the same way as a normal person. It is a legal gray area, since most criminal law requires a direct act of will, be it throug

341 Replies 1,124,864 Views

[quote]All this mod stuff is so cool and looks fantastic. Hats off to you all putting work into these things![/quote] I don't want to speak for impinc here, but most of us modders do all of this for the sheer love of it. I am glad you are enjoying this mod.

263 Replies 571,561 Views

[quote]Attacking the defendant's lawyers with sanctions is something that was common in Egypt under Mubarak. Honestly, I'm tired of the government getting involved in civil cases as another form of corporate subsidy. While businesses have a right to protect their IPs, providing they offer the product in the region (it's kinda hard to make money from people you aren't selling to) , I don't want my tax dollars going for this when we got millions of better uses for gover

341 Replies 1,124,864 Views

[quote]Can you give examples? I read your book and played the games so to speak and the "empires" do seem like the major "bad guys" in the world of Elemental. At the very least I have not gotten an indication that a fallen and non fallen person can truely get along without some ulterior motives... like Nym for example.[/quote] I think the point is that these factions are supposed to be philosophically divergent and not specifically morally divergent. The general notion in most western

58 Replies 40,336 Views

[quote who="Frogboy" reply="17" id="2889419"]The Empires are not evil. I'd argue that the Empires are more on the "good side" than the Kingdoms in many respects. Trying to call the Empires evil is a gross over simplification. The Kingdoms and Empires are ideologies. Not moralities.[/quote] It is funny that people see the Empire as evil and the kings as good. One might as easily say that kingdoms represent light and empires represent dark, but this too is not rea

58 Replies 40,336 Views

It really depends on how you are trying to do it. If you are simply trying to override the base histories, then you will run into this issue. This is fairly similar to overriding buildings. The game modifiers for both the original and the modded history are loaded at the start, thus both are being used by your sovereign. The best solution here is to simply create a modified version, call them rogue, war master, or dungeon lord, and apply your new modifiers to them. This may not be the most sa

3 Replies 4,726 Views

[quote]Add a new ability called block which gives a unit a % chance to completely block an incoming attack before att vs def is rolled. This ability could be added to shields.[/quote] Sounds more like a mod project for someone. Really though, this is less of a mod request and more of a game request. As far as the modding side is concerned Impinc is correct, there is already a dodge which is functionally the same and defense itself uses a soak mechanic instead of a block mechanic.

127 Replies 53,647 Views

[quote]my position is this: if you want people to be able to use intuitive tactics and for them to work, then you will need a certain amount of realism.[/quote] Realism can help make a system more intuitive, but it is really not necessary at all. Most space 4x game have combat which supports completely unrealistic weapons and tactics, yet these games can be highly intuitive. The truth is that a system only encompass a set of familiar rules, which Reality based rules are the most famil

42 Replies 131,467 Views

[quote]Stuie, you raise a very good issue about the movement and action points exploit. One easy improvement to the AI could be the following rule: don't move right next to the player's melee units UNLESS A ) you have enough action points to still attack after moving next to them, or B ) The player has significantly more artillery than you. This would stop easy exploitation of AI units ending their turn right next to you without attacking.[/quote] &nb

42 Replies 131,467 Views

I prefer the largest possible maps in my 4x games, but in Elemental I usually load up medium size maps as I feel it helps with the game's pacing.

126 Replies 191,526 Views

[quote]Bara...and Bebi... Giving anyone Karma after a thread went 'wrong' is an action of taking sides...whether it's the 'right' side or not makes no difference. Taking sides, whether actual or just in token form [karma] continues the confrontation/whatever that ultimately led to meltdown. If a thread is closed it SHOULD be closed. To everything. And that would ideally include posts from people who still had the page open AFTER it was cl

32 Replies 77,159 Views

I am not surprised by the discovery of this attack vector. Every programmer should understand that all things can and will break eventually. This particular vector of attack aims at disrupting the redundancies built into the protocol to handle single router failures. However, as the OP points out, such an attack would require a large amount of well orchestrated disruptions in order to take down the entire internet, and even then, this would only cause a temporary outage while the routers were

38 Replies 62,624 Views

Honestly, I think your review is overly harsh for little reason. While I am not one who believes the game should get a 10/10, it is a solid game which should probably rate around 8 to 8.5 range. Going through your main points, I will agree that the UI is a bit daunting to the uninitiated, but since most of the screens and data can simply be ignored via massive amounts of in-game automation, this becomes more of an annoyance for those who already want to get their hands dirty with all the vari

26 Replies 107,447 Views

[quote]Wither - Reduces the strength and constitution of target foe by 25% for 3 turns. (Actually it reduces the attack and HP of the unit, so the description is off a little bit). They shouldn't have died unless they were already hurt, if so then she made them shrivel up like a raisin.[/quote] You are right that the description is off. The truly strange part, which is probably causing the problem, is that, instead of the spell doing a

8 Replies 5,771 Views

[quote] Great ideas! I would take a look at the mods section here, a lot of folks have worked hard to make the game alot more interesting. The healing monoliths and carnivorous plant ideas are neat. Good post! [/quote] Check out Updated Weapons. I think the mod address some of your concerns from point 2.

42 Replies 131,467 Views

[quote]A friend of mine recently introduced to me an optimization method called "Curiosity driven learning". We use it to solve complex multi-parameter parameter problems that come up in materials physics. The great thing about this method is that as it iterates, it balances two competing objectives: (1) to try to find the best solution with the info on hand right now and (2) to satisfy curiosity by constructing a consistent internal model of the world. Much like evaluating a complicated g

6 Replies 6,803 Views