kenata

kenata

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

[quote]Are you suggesting that bear calvary is.. silly?! [/quote] There is actually a mod that allows for this. Expanded Mounts by HeavenFall actually put in bear mounts. Though what we really need is random alien invasions.

276 Replies 877,642 Views

[quote]The point of my original post is; I ran out of new city options around turn 75 when I was spending absolutely all possible effort of researching new options for a city. More unnecessary buildings does not count as "compelling city development options". It would have happened even faster if I had been playing the game for real. In a good 4x game, you should never ever ever have a city sitting there doing nothing with its production, and it most assuredly should n

8 Replies 6,593 Views

I actually think that 1.09n is good step forward, though I have never encounter the same level of CTDs or other errors that some have. Not to say that I don't get the occasional CTD but it is never really that bad. The worst part about the beta is simply that somethings are not incredibly well done yet. For instance, I like the idea of spell resistance but it crops up in places it probably shouldn't. I would like it if I could specify spells to be resistible.

16 Replies 6,464 Views

[quote]CTD ~181; Setting up second city, leaving the square the city was built with the accompanying unit, then reentering the tile to garrison.[/quote] Ok, This is where your entire point seems to lose all merit for me. You waited 88 turns to set up your second city? Personally, if I don't have an expansion city by at least turn 40, then the game has really taken a bad turn. One of the things that the beta does fairly well is allowing you to make specialized cities for tech research,

8 Replies 6,593 Views

[quote]My only complaint is that this is an 'invisible' mod (the mods interface doesn't see it). It took a few tries & some folder experimentation to get it to work for me (user accounts issue), but once I finally saw the revised stats ingame, I was golden.[/quote] I am not sure exactly what you mean by an invisible mod. As far as I know, only custom maps are shown in the mods interface in game. However, If you click the mods link at the top and then click other, there is a list

127 Replies 197,469 Views

[quote who="XMorlocX" reply="3" id="2832617"] Hmmm.... A desire to have "Organized" back in the game, and that nagging desire to have cool new original spells in the game. Alas...if I could only think of something which could satisfy both of these. -Morloc[/quote] They really need to give us the ability to have some kind of game modifiers to affect the game at the party level. This is basically how

6 Replies 8,089 Views

I posted an update earlier to correct a flaw with the fang dagger for the Empire. It was not applying the Poison Blade ability at all. The new version corrects this problem.

127 Replies 197,469 Views

[quote]Once my cities reach lvl 5, I just destroy all the houses/apartments. Frees up lots of food and city tiles to build on, with no harmful repercussions. I imagine that cities full of homeless study faculty aren't exactly what you had in mind for this mechanic. It is useful though, seeing as the empire (playing as kingdom) cities I occupy retain their empire population leveling mechanics, but with kingdom housing mechanics. It takes a lot of houses to get that captured city to a metro

5 Replies 7,511 Views

[quote]I think one of the most apparent things in this beta is the need for faster construction in cities. So I thought of a possible solution to this problem. I think if cities could build 1 building per city level, it would really help this situation.[/quote] I actually disagree with this in general. I feel like cities develop fairly quickly as is, which tends to make construction bonus buildings kind of meaningless by the time you can build them. I think that upgrading the speed at

2 Replies 2,679 Views

[quote who="simzarian" reply="4" id="2831560"]thanks guys I might put it on the wishlist later .... will wait to see what comes out currently before I start asking for too much though .... but I can work with what is here just sometimes I like to mess around with changeing a games stats change how they work or the ratios that affect them etc anyways for now guess I should work with other things and put that on a backburner lol[/quote] Not to pimp my own mod, but you might want

5 Replies 4,367 Views

[quote]Are you assuming tribes, or any group of people throughout history, did not do the exact same thing to each other, albeit without the advanced European technology of the day? Why are European ancestors demonized yet all others given a free pass?[/quote] Not to point out the obvious here, but what happened to the Native Americans was a little more than the destruction of a singe tribe or group. I mean we are talking about the wholesale decimation of hundreds of tribes

35 Replies 72,732 Views

Like many things in Elemental, there is currently no file for the combat engine. All of the calculations are handled internally and are hard coded somewhere in the engine. As far as I know there is no way to directly effect the way the calculations are done, but that is not to say that you can not effect the feel of combat. Most items - Weapons, Armor, and equipment - contain modifiers for these values, and the base values can be found in the unit definitions. From my experience, playing with

5 Replies 4,367 Views

I know it feels like you can just instantly taxi all your caravans to their destinations, but consider that with global mana, this is probably only a good strategy while the AI is fairly weak. At 16 mana a pop, teleport seems fairly cheap, but consider that imbue champions cost mana per turn and 16 mana for a one way move is a fairly steep mana price just to move a caravan. While this may be a fast way to get roads, you still have to wait for the caravan to do its route for a while before you

7 Replies 8,746 Views

[quote]Out of interest how does the UI handle muliple abilities on a hero? Do know if there is a limit to how many it can handle?[/quote] The UI places them with the rest of the tactical actions in the right hand UI element. They tend to get placed at the end so they usually are in the popup menu.

127 Replies 197,469 Views

Updated Weapons v1.51 ( for 1.19 ) Mod Description: This mod updates all the basic unit weapons to give special abilities to the unit that equips them. Each weapon has a different set of special abilities and the idea behind the mod is to give each weapon a kind of combat role. Most weapons gain 2 s

127 Replies 197,469 Views

[quote]First, the new mana scheme provides too much mana[/quote] I actually disagree with this. It is not that the new mana scheme provides too much mana, but that there just is not enough magic to spend it on. It is funny actually that you pointed out fireball as being your go to infinite cast spell, since several other spells appear to be mana free. After a quick look through the spell xml files, it appears as if drain life, storm, and crush spirit have no mana cost at all.

4 Replies 3,243 Views

[quote]the game lacks the feel of epicness [/quote] As I see it, the problem of epicness has nothing to do with numbers. The problem here is that no unit feels incredibly powerful or interesting. I can build a bunch of units with amazing equipment, but these units will still just slug it out.

9 Replies 6,461 Views

Having played 1.09n, I would really like to see some method of making specialists local instead of global. Right now, modding the xml for this feature causes the game to basically become unusable, as there are several hard coded systems that require this to be global.

127 Replies 53,665 Views

[quote]population+raw materials+time=units is okay[/quote] This is the tried and true method and I think it is a good method. In my ideal world, most resources would be local and would require transport to get them to other places. So if you had a city with a mine producing metal and another city with unit producing buildings, you would have a caravan transporting from the metal city to the unit creation city. I think this would add an incredible amount of depth and complexity and wo

278 Replies 548,753 Views

Having played a bit more, I like some of the directions the game is going. Let me try and collect my thoughts to make them easier to understand. UI I think this is really going in the right direction. There are still bizarre moments with the UI, like when I get two cities with the "do something" popup and I can only use it for one of them. All in all I think it is a much cleaner interface and makes it easier to

29 Replies 24,230 Views

[quote]I would suppose that is to mean that you can build little outposts to capture resources and that if you really want them to grow into cities, you must use an additional food for the first hut. City spam control?[/quote] Yes, for a city to grow, you must you two food, one for the city and one for a hut. However, food is pretty plentiful and getting cities above lvl 3 is not really even worth it until much much later in the game when you can actually build something in them.

5 Replies 2,755 Views

[quote who="LightofAbraxas" reply="1" id="2827051"] quoting post I don't know if I like the way that global population works, though i think that specialists are really cool. I think I am going to play around with a mod to see if I can make it local. I think that this will be better in general. I would pay at least one karma for instructions on how to do this, if you get it to work. Obviously, I agree completely.[/quote] Sadly, this is not easily possible. A

29 Replies 24,230 Views

So I have finally gotten to load up 1.09n but I have a couple of things I want to point out as oddities. 1) My capital cities influence is a giant box. Now I understand that this is something that is actively being tweaked but right now it just looks kind of odd as the actual city is sort of a diagonal line surrounded by what looks like a big square. 2) New cities cost 2 food to grow. So I know that a city requires 1 food

29 Replies 24,230 Views