[quote]I'm all good with a difficult game. I'm not all good with a game that counts itself as a strategy game not allowing you any meaningful choices until 30 or so turns in if you want to have any prayer of actually playing the game.[/quote] I really think this is a valid point, and a fair criticism about the current state of elemental. Yet, It would seem that a solution to this problem could be as simple as giving the player 5 materials from the start. This small amount of materials
kenata
For those who are unaware, most of us modders have moved to using the wincustomize site for our mods. To get there, simply go to the top of this page, select mods, and then select other on the mods page. It has alot of great features for modders, like tracking total downloads and downloads per day. If you upload a mod to that site and it doesn't immediately show up in the list, don't worry as they require approval for all uploads and I don't think any mod has failed to get approval. <a title=
[quote]2) I love random factions. However, on the 'large' world setting there is always only one. How can I increase the amount? Also, is there a way to mod them so they can do everything major ones do EXCEPT for building pioneers?[/quote] There most definitely is. Check out HeavenFall's mod ExpandedFactions which adds a bunch of content of this type. If you catch him on the IRC channel, he can give you a whole host of pointers on how to make factions do almost anything possible und
[quote]If you're trying to say that the game can be fun without balance, I disagree.[/quote] While I was not directly saying this, it is in fact true that balance is not required for fun. A simple proof of this is MOO2 where in you could build an unbalanced ships, but the underlying game was a lot of fun. In general, the term balance is thrown around a lot when talking about strategy games, and there are several good arguments for why one would desire such a thing. Yet, balance usuall
Honestly, I don't think that tweaking the numbers is the answer to fun or balance in tactical combat, which I am sure is not a suprise. If one truly wishes to make combat more fun and interesting, the answer is the same as with most other systems, Choice. Right now, the vanilla tactical combat simply lacks much choice in how you approach one situation or another. Say you are a spearman with a high armor rating and you run into a battlehammer dude with some armor. In this situation, these two
I completely disagree. Materials are not a limiting factor because the only thing you need materials for are building troops and buildings. One could completely take out the great mill and would still have no problems getting materials. This is actually a problem with all resources in general, with two very key exceptions. Metal is a fairly large limiting factor simply because one has to actually obtain an external resource to even get metal, and Food for the exact same reason. In the current
[quote]That's what I thought but, I have settlements one with 80 people with only 3 huts ( 3 x 25 = 75) and another with 90 pepole and only 3 huts (3 x 25 = 75)?[/quote] The hubs themselves also add to pop cap. So for each level of city, the city hub can support the amount of people for the previous level plus a few.
[quote]-The game is a lot more about WAR in 1.09p than it was before. You're literally drowning in gildar and materials. This is positive, but it puts more strains on other tech trees to perform. I feel in particular the MAGIC tree is nearly useless. This is because Arcane Knowledge is so easy to come by now, you don't need any special building to get that.[/quote] I think HeavenFall has a real point here and it is important that it is addressed. Yet, I think it is really two po
The new version is up. I have updated the values to reflect the new hot fix.
Yeah I got stuck too but mine had the addition of involving tangled web.
[quote who="impinc" reply="15" id="2835857"]Hah, how ironic. I am the one to push updated weapons beyond the dr who download total. Congrats! [/quote] Sometimes it happens Impinc! Thanks to everyone who has downloaded and tried my mod. Community support is really what pushes the mod community to keep going. Edit: I am currently downloading the hotfix, and I will change the mod if necessary in the morning.
[quote who="Derek Paxton" reply="13" id="2835521"] Quoting pad152, reply 10Your Development process seems to lack any real QA process and the reason now seems clear, testing is never done, because the software is never finished just keeps changing every 5 minutes. Maybe you should finish the software development before releasing a different version every other week. What's the point of releasing another half-baked version, if the software isn't finished yet? Responded to you in more
I just published a new version which uses the 1.09o weapon values. Remember when updated to overwrite the old files and as always Enjoy!
OK so here is a wild one for ya. In 1.09o, I was not able to build caravans as Capitar. Not at all. I had the tech even researched a few more for good measure, but sadly no caravans. Anyone having this issue?
Thanks for the update, Brad! I am excited to try it too!
Supposedly, 1.09o is coming out tonight and it contains several weapon balance changes. I am fairly sure that Updated Weapons 1.01 will continue to work with 1.09o, but due to the way I had to make this mod, using 1.01 will override any of the 1.09o weapon changes. I will be working hard to get a new version of this mod out either later tonight or tomorrow which use the new weapon stats. I have actually talked with Cari_Elf concerning this, and in the near future, these types of updates will
[quote]I would love if this gamemodifier was useable for city improvements (it is not). The concept would be that we build buildings in a city that improves the units produced there. For example, we might build a Fighting Arena that consumes population but gives units trained in the city higher accuracy. Or we might build a Temple of Devotion that increases the defensive value of a unit.[/quote] I completely agree with this idea. There are so many different types of buildings one coul
[quote]As you pointed out, yours isn't the only mod that doesn't show up. Under the mods menu, there are four separate categories (as I remember), but only Maps actually shows any mods at the moment, at least for me. So this is apparently a Stardock issue, as I'd expect a LOT more mods in the database (in the other categories) for the mods interface. I'm not complaining (just whining a little bit), as their plate is full with getting 1.1 ready. That being said, I think this mod
[quote]suggestions: in the same way that hovels appear to being upgraded automatically to shanties as i level up, upgrade my materials/research production buildings (both existing and available) when i level up too (with the same maint cost ideally). that way you give people an additional incentive to reach levels, AND you reduce how many i have to build in the later game. if it was up to me i'd use the % bonus buildings for this and move all the % bonuses to the level up bonuses instead. thi
Thanks for the additional stuff.
[quote]That means bows ignore armor. Armor should work against bows Oo. I seriously can't understand how it could be justified that it *doesn't* work. It's unrealistic and completely unbalanced in any fashion.[/quote] That is not true. It deals damage with a game modifier called "DefendableDamage". The only Damage that does not check defense is done through"AdjustUnitStat" on "CurHealth" which stands for current health.
[quote]So?[/quote] HAHAHA! Way to sum up this entire post. :)
You all have to remember something very key to this whole discussion, in Elememental, a ranged attack is a spell. Every ranged weapon - Bow, Catapult, etc - uses a ranged spell as the base for their attack. This spell is introduced to a weapon using a special game modifier with the command "UnlockedRangedAction". That said, there are two possibilities that arise with respect to this issue. The first is that there was simply an oversight when they added spell resistance and these ranged attack
[quote]I think thats alot of assumptions regarding our peasant. The guys fighting with the Taliban are basically illiterate peasants with basic weaponry, and while they tend to get the worst of things against highly trained American soldiers, occasionally they do some damage, and they do come to fight, even with a much greater tech disadvantage than our scenario with armored knights. If your peasants are angry or fearful enough of what your intentions are, I would say they need to be taken se
[quote]So. AI city spam isn't really "fixed" perse. When I stumble across little level 0 cities proped up right next to a resource node with no intention of upgrading to make proper use of that node, that's kind of city spam. City spam is just limited to the somewhat finite amount of food you have. I need my raze city back. It won't be 1.1 without an ATB bar[/quote] Raze city is actually a technology you research from the warfare tech line. In previous version, there was a bug th