kenata

kenata

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

[quote]Here's my fear... If 1.2 is only going to address AI, UI, and defects, does that mean ... ? a ) the hero/champion system in EWOM is finished? Will there not be any more updates to the way this works in EWOM? No skill trees? No new heroes representing each of the EWOM races? No new hero abilities? I've heard you say that you want the focus to be on the sovereign so will there even be any changes to the hero/champion system in Fallen Enchantress? b ) no more ga

254 Replies 119,444 Views

I recently went through a test and I am fairly certain the additional paths are not necessary. If I had to fathom a real guess as to what happened, my guess would be that the system performs a simple consistency check in cases where it is unsure whether it should perform a specific function or not. In the case where this check shows that more work is required, you end up with the multiple paths thing. Let me give you a scenario and it will be more clear. You create a tile in the editor and sa

10 Replies 9,613 Views

There were two different dates for the free expansion. The first was oct. 31 which Frogboy said in his post Onward! that those purchaser would get two free expansions. The Second was Dec 31 which frogboy has said in numerous different places that those would get the first free. Anyone purchasing now, will get no free expansions.

4 Replies 5,680 Views

Staff Mod: Summary: I recently took an interest in seeing if I could make my Updated Weapons unlock abilities as the unit's leveled. Sadly, There were certain limitations that made it difficult for me to make this a reality with standard units. However, I though about a method of creating a weapon based skill tree which unlocks combat abilities as you level up particular champion stat

4 Replies 29,442 Views

After looking at several of the in-game tiles, I am fairly certain that this has to do with a working path change of some kind. I am led to this conclusion by the fact that this tag serves as a breaking point between the various sections which make up the tile. In most of the tile xml files, this tag sits between the props section and the effect section of the layout, which leads me to believe that there is some need for a working directory change between these two sections of the file. Howev

10 Replies 9,613 Views

[quote]just some additional info regards this question, I have just downloaded the ACPv0.99 zip of 12.1mb on my 1.5mbit connection and it downloaded at a slow 25kbyte/sec or approx 1/6th of my connection bandwidth, and unless a external mirror has throttling on free downloads I usually achieve 150kbytes/sec. harpo[/quote] I have never seen my speeds for downloads this slow. I recently downloaded both ExpandedFactions and ACP by the time I had picked a place to download them

23 Replies 10,154 Views

I have personally had a couple of wacky issues with WinCustomize but they were technical in nature. I have never seen nor directly heard from anyone having this problem, but have only heard of it through others recounting such problems to me. Honestly, it sounds as if they set it up so that people who have SD accounts already can download without penalty, though I think that this issue should be addressed to Kryo as well as Kael as Kryo will probably know how to make these issues vanish. <br

23 Replies 10,154 Views

[quote]there was definitely a problem with the AI casting spells in tactical combat that is fixed in this version (#27 in the list). It's not that the AI simply couldn't cast spells in tactical before, but in some situations, and with some spell options it would try and fail to cast. I've definitly noticed a lot more casting in tactical from this build, and we aren't done improving it yet.[/quote] Awesome! Are you guys adding some xml method to the AI's tactical casting? I would lov

254 Replies 119,444 Views

[quote]I don't consider it a flaw at all. If all standard units could be upgraded like champions, then there would be no difference between standard units and champions. I like the way the game is currently set up. Champions are special upgradable characters, while standard troops are limited use, but can be recycled. I personally don't want this to change.[/quote] [quote]I agree with TeamM on this one. And take it from another angle. These troops you are wanting to upgr

23 Replies 15,808 Views

Anyone notice that the AI is not using defensive class spells in tactical combat. I recently made a custom monster with two different defensive skills, but it did not use either of them in the 15+ rounds of combat I had run through.

254 Replies 119,444 Views

[quote]I thought it was way better when each lord or person got their own magic pool, mana, and essence; that they gained levels and you allow them to have more or less and get special stuff. I also liked the idea of action points, which are now gone. To me, all the stuff that made it interesting. Its now gone so I just stopped playing it. It’s no longer the game I bought and that I enjoyed. If I could get the fixes that made the game stable and revert the game to the game style it was

41 Replies 135,719 Views

Looks like a fairly good patch, and wait, I got another nod in the patch notes. Awesome Sauce.

254 Replies 119,444 Views

I agree with most of these posts. My personal problem with sitting down and playing Elemental is simply that I find the game to be kind of boring. This is what originally start me to mod the game. I made my updated weapons mod simply to try and make combat more interesting when I only had normal units. Yet, to really understand why Elemental is boring, one does not discuss exploration of new continents or even get past the first 100 turns. Consider for a moment starting a game of Elemental. H

41 Replies 135,719 Views

[quote]Stardock, please consider making at least *some* balance changes for battles with WoM. While it's one thing that FE is going to be cool, I don't think it's good for anyone (players, prospective purchasers or Stardock) if pretty much everyone shelves the current game because of glaring areas that could use a thoughtful, effective, simple fix. Stardock, could you consider this? Best regards, Steven.[/quote] For those of you wanting simple balance chang

73 Replies 208,928 Views

[quote]Just voting for a YES to some kind of upgrade system. I almost feel bad when the time comes for a beloved old unit to be downgraded from "meat shield" to a "speed bump" to gloriously slow down the enemy while my sovereign throws spells.[/quote] I also agree with some kind of upgrade system, but I would like it to be something of value. In the civ series, the player spends money and a turn to change a old unit to a new unit, with the benefit of the unit keeping his experie

23 Replies 15,808 Views

[quote]So I don't make a new post, how easy is it to mod the game? Is there a game editor or do I have to go into the files and change it that way?[/quote] There are several editors in game, but honestly these are mostly for creating tiles and effects in conjunction with creating changes to the files. Everything is done with XML currently, so find a file you want to mess with, copy it to the my games/elemental/mods directory and start playing around. The easiest place to start would p

10 Replies 5,797 Views

[quote]Quoting Gazz_, reply 220 Quoting Goldmos, reply 217We can go on and on but don't want to add more . In Bard's Tale you cast spells by typing in their acronym - like Ybarra's Mystical Coat of Armour. Sorry, I don't get your reference, is that a game?[/quote] HAHAHA! wow, that is an old reference. Bard's Tale was aweseom!

276 Replies 877,707 Views

New World Resource: Tasty Brew. Any unit attacking the city which controls the tasty brew is instantly unable to fight due to heavy intoxication from drink too much Tasty Brew. These units instead join the side of the controller as street beggars trying to get money for more tasty brew. New Unit: Ultra Prudes. Ultra Prudes are not only immune to the effects of Tasty Brew, but also think anyone who drinks tasty brew is instantly a terrible person which must be put to death at once. Ult

276 Replies 877,707 Views

Woot! Another sub mod has been add to this mod. Thanks again to M. Agrippa and Murteas for their support, and I hope everyone checks out their very cool mod, Murteas' Grimoire.

127 Replies 197,498 Views

[quote]Are there going to be changes to the current equipment stats, though, or is this going to stay the same 'til FE ?[/quote] I would imagine that they are not going to do much to change anything numbers wise to Elemental unless they completely overhaul a system to the point that the old numbers are just silly to use. I am fairly certain that most of the E:WoM is in a fairly static state as they have basically said that many of these systems are simply going to be redone for the ne

73 Replies 208,928 Views

[quote] I must admit that the game balancer part of me wants to remove sovereign customization from the game (which will never happen because it's awesome!) because of the inherent balance concerns it raises.[/quote] Personally I think that yall should minimize initial sovereign customization and add a more robust leveling system. The idea would be to use the customization, not to define the sov as it is now, but as a starting point towards definition found during the game. As it is

73 Replies 208,928 Views

[quote]Good. I don't like my games to be User Interfaces for Rock Paper Scissors. It's better to go for a system in which situation dictates what a unit will be good for, and make it more complex and less obvious than a "tanks are good against infantry, infantry are good against choppers, choppers are good against tanks" sort of system. Combined arms, synergy, several uses for each units, uses that vary depending on the situation, that's tactical depth. RPS has no depth. <br /

11 Replies 10,616 Views