kenata

kenata

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

[quote]Are you really arguing against the basic economic principal that when money loses value it hurts most the people with money saved up a lot more then people without it.[/quote] Let me state that the fundamental of principles of economics are fault at best. Now, that said, let me state as well, yes, inflation hurts the poor far more than the rich, and it is well understood fact of life. While the rich may have a larger devaluation of currency due to the fact that their net curren

175 Replies 492,214 Views

[quote]In general I do think it's extremely unrealistic to think that the price of games will ever be so high that only the rich will be able to afford to buy them. It's a product that's increasingly being marketed more and more towards the general public. All recent evidence and trends and economic theory would point to the opposite of what you are claiming.[/quote] I am not exactly sure what you are claiming with respect to economic theory showing trends toward price reduction. Much

175 Replies 492,214 Views

[quote]I think your kind of reading too much into the statement "vote with your dollars". It's just a figure of speech. I've never heard anyone claim that capitalism is a democracy where everyone has an equal vote. I'm also not sure how this relates to the importance of intellectual property. With that being said it is important to note that someone with 10 times as much money is still only going to buy a single copy of a computer game.[/quote] You may be correct in the assumption tha

175 Replies 492,214 Views

Normally, I don't comment on off topic conversations, but I think this is a fairly important topic, which most people seem to completely misunderstand. Modern Copyright and intellectual property laws have more to do with Mickey Mouse than ensuring the rights of dedicated and hardworking artists. Historically speaking, copyrights began in the 18th century and were developed to give authors and map makers productive rights to their works. In the US, copyrights were originally granted during the

175 Replies 492,214 Views

ok so thing have taken a bit of a serious tone, but let's keep the good times rolling ;) - A new spell where you can turn an invading enemy army into pigs which you can then mine for some food resource - A new unit: The Flasher - A completely nude unit which invades a city and causes all the inhabitants to start getting on their high horse about modesty. - A new improvement: solent green factory - Causes negative prestige but give mighty tasty food! - A new mon

276 Replies 877,816 Views

[quote]*I want a way to access the user's level for use in calculations determining damage of spells. I'm not into using multiples of INT or doing INT divided by some number in damage. [/quote] I would expand this by say, it would be nice if level was accessible like any other stat. Not only could modders do calculations with this number, but we could use it as a required stat for the spells themselves. I would love to make weapon abilities which unlock as a unit levels instead of ju

127 Replies 53,704 Views

[quote who="brycex99" reply="25" id="2856732"]Kenata, My big issue with it, is that it takes out any strategic element to using cities as choke points. The terraform spells are cheap enough in mana that you can just create your own land path to get around any obstacle to avoid a fight, or get a jump on a resource, whatever the case may be. Ultimately, if the AI used it themselves, I wouldn't have a problem with it, or if I was playing against another human player.

32 Replies 20,086 Views

[quote]Wishlist addition of mine that sort of relates to this... figure out a way to make the Terraforming spellbook not as cheese. I shouldn't be able to completely avoid an enemy chokepoint by just casting a spell on a mountain and making it disappear.[/quote] I would actually disagree with this. I find it odd that someone who supports political intrigue in the game also says that using magic to circumvent a choke point is cheesy. Right now, I think that the terraforming spellbook

32 Replies 20,086 Views

[quote]# Greatly improved strategic AI (I know Brad's already working on this) # Greatly improved tactical AI # More polish and love for tactical battles in general # More spells and more polish on the magic system # Improved diversity between races # Improved diversity between factions # Improved diversity between kingdoms and empires # More items such as special swords, armors, etc[/quote] Interesting list, though I think that most of this stuff is

32 Replies 20,086 Views

[quote]I was thinking of modding some spells myself and I had a question about random numbers. Is it okay to use certain math functions in the expression? Like RND() for random numbers? Also how do you reference the caster's level instead of his intelligence?[/quote] I don't think it's possible to do random numbers this way. That said, You can always try using maxvalue and minvalue to randomize the output, though I have only seen this used on damage effects. As for caster level, yo

25 Replies 23,548 Views

[quote]Deep strategy. The first step was separating attack and damage, dodge and defense. The second step was making weapon and armor choice meaningful beyond "more is better." I quote: "Now, army composition is a major consideration, and the composition of opposing armies is a major factor in winning tactical battles."[/quote] I think this is a major point, but I think you are a bit to vague. Right now, Mixed armies of normal units is not exactly meaningful, and once combined arms be

16 Replies 62,053 Views

In my opinion, this is actually worse than just an aesthetics issue. The real issue here is that you are also given direct control of their buildings to do with as you please. From a meta-game stand point, this makes perfect sense as you are the victor and you should gain control of your spoils. However, from a game standpoint, you now can have two of several key buildings which should not be allowed to exist together. For instance, it is possible to get over 100% drop in training time becaus

6 Replies 5,537 Views

[quote]i'm with the OP broadly. if it was up to me sorcery and spell research would be the same thing. it just makes sense. personally i would remove the idea of specific spell research entirely and just research the books: once you get the book you know all the spells in it, even if you can't cast them. we would need many more books though (which i would be arguing anyway). i would also like a tech that increased your mana regen by 1/turn each time it was researched. then, finally, sorcery w

23 Replies 14,512 Views

Earlier, this mod broke 350 downloads and is consistently one of the top downloaded Elemental mods every day. I really hope every knows that I am extremely happy for all the support for this mod!

127 Replies 197,518 Views

Personally, I have never been a fan of the dual tech tree in general. Not that I think there is anything inherently wrong with it, but more from a straight numbers standpoint. The normal tech tree has over 100 techs across all the tech trees, requiring thousands of research points to get to the final tech, and even then, there are repeatable techs at the end. The arcane tech tree has 50-60 spells (give or take I have not counted) and 5 level ups. If one really tried, they could research every

23 Replies 14,512 Views

I will say that I think a lot of good points about pacing have been brought up in this thread, and I understand what the OP is trying to get at. Elemental is a game which tries to do a lot and in some ways succeeds at bring together a bunch of interesting game play elements. The big issue here however is that the design seems to revolve around a very specific type of growth pattern, which is ultimately the least likely to exist for most players. That is, a couple of large cities and a bunch o

22 Replies 27,823 Views

Hmmm after alot of thought here are a few more ideas: - New Spell: Elementium Addiction. Target unit is now addicted to Elementium and proceeds to break into your buildings looking for his next fix. - New Spell: Summon Piper. Targets a city and all the children in the city are wisked away by a magical piper for some unknown, yet nefarious purpose. - New Weapon: Yo-Yo. I want an entire army of Ness from Earth Bound - New Unit: Beggar. Can be sent into a town to

276 Replies 877,816 Views

Right now I am working on making a ludicrous number of additional abilities which use 4 of the major stats. I am adding rallies and frights which use Charisma, attacks and self buffs which use STR and DEX, and Elemental based abilities which use a combination of STR, DEX, and INT. The idea is to make abilities which take advantage of the full spectrum of possible abilities. Now, All of these abilities are being created for HeavenFall's Artifact's mod, though I will also make a mod library wit

127 Replies 197,518 Views

I just posted a major update to the mod to fix a bunch of really nasty bugs. This was affecting almost every buff and debuff making them not work as intended. The new update works much better and really makes the combat experience much better. Going forward, I am currently creating a bunch of abilities for one of HeavenFall's mods, though I am thinking about adding some of them to this mod with stat requirements so that champions using weapons will have more options than normal units

127 Replies 197,518 Views

Have yall tried HeavenFall's Expanded Factions mod? If you want to see what is currently possible with various factions, check that mod out.

17 Replies 60,898 Views

Not to border to much on pimping my own mod, but I think that the first step really should be to make the combat simply have more than 1 dimension. As it is currently, a standard unit has two choices, fight or move. Fighting itself may have various stat differences which allow the player to make a decision on which units to fight and where to move, but you are still left with only these two options. Now, this is the case only with standard units, as specialty units, like the sov, champions, a

4 Replies 6,124 Views

Just a little side note about the mod compatibility issues. HeavenFall, Impinc, and I all speak fairly often and work hard to make sure that our various mods work well with each other. However, this is not an exclusive courtesy that we share amongst ourselves. If any one has a mod that seems to have compatibility issues, let us know as we want everyone to be able to enjoy the various mods for Elemental with a little pain as possible.

457 Replies 637,617 Views

[quote]Indeed and I shall certainly be taking that advantage in my next play through [/quote] Well its always exciting to see people playing the mod. I would love to hear what kind of strategies you use. Remember combined arms is pretty much the name of the game ;)

127 Replies 197,518 Views