I read a few posts a while back that said that the AI is actually incapable of using boats at all, which is why there are no maps which include any islands. I would love to see this obstacle get overcome and for them to implement alot more seafaring adventures. I mean who doesn't want to eventually play Elemental: War of Magic Pirates.
kenata
If I had to create a list of UI changes I would like to see they would probably be as follows: 1) If one builds a city while another unit is waiting for orders, click the improve city button will focus on the unit waiting instead of the new city. 2) I like the new city screen, but this should be the first step towards something implementing easily viewable lists of alot of things. While I think the side bar view for citie
[quote]What about gates/portals as a building instead of a spell? It can be a building that requires a lvl 3 city, or maybe even 4. You can teleport any unit from a city with a gate to any other city that has a gate, but limit the use to 1 per turn (like the airports in civ 4) In that way, most of the problems mentioned here are solved: 1) It will not be able to pass strategic bottlenecks since it will require a base beyond the blocki
I find that gold is fairly easy to come by as you progress in the game, and adding a single building to add +5 gildar to any city seems a bit steep. There are actually several techs in the adventure tree which spawn more resources, and merchants are a pretty fair deal at 1 gildar for 1 food. I wonder how many cities you actually have at turn 75 which are above lvl 3. Consider a single kingdom city with 2 gold mines ( a situation I see fairly regularly). Now, this city will make +10 from the g
I am fairly certain that defendable dmg uses some form of curHealth internally, which would requires that you negate the current health. I'll make a note in the tutorial about this though.
I am fine without rivers for the time being as they would probably require a lot of work. Personally I want the influence rings to be effected by the shape of your city. I think that would have alot more interesting game play effects for alot less work than making interesting rivers.
Mark Borchardt didnt have a great idea for his own movie, just the desire to make a crummy one. :) I think Frogboy is referring to every movie made in the last 20 years.
[quote]I mean really, 2 whole threads with the word "Dragonlance" in the title and people freak out?[/quote] RavenX, I will happily admit when I am wrong, and looking back in this forum, you were right that there were only a hand full of threads with Dragon Lance in the title. That said, I think sometimes it is hard to tell since virtually every time you post you mention your dragon lance mod, and while I am personally excited to see a team working hard on such an ambitious project, I
Just for the communities understanding: 16:26 kenata I have tried using giveItem but it does not do anything 16:27 Cari_Elf hmm 16:27 Cari_Elf yeah, it's not directly hooked up 16:28 Cari_Elf there are modifiers to give items 16:28 Cari_Elf but they need a t
I have tried several ways of doing this but none seem to work. I think giveItem requires that a well defined target is predefined in the system, ie the unit which is triggering a goodie hut or quest event. What you may want to do is create a quest or some some kind of goodie hut, which spawns when you research some type of tech. I think a quest may be your best bet as it will allow you to add some kind of narrative to the acquisition of the item beyond simply researching a technology.
I personally[quote who="Kalin_02" reply="3" id="2789943"]Generally speaking, establishing a solid economy involves researching adventuring tech [/quote] I find researching adventure before you have expanded your borders can be a bit risky due to all the monster spawns. but you are right about the gold spawning being awesome for an economy. Another good strategy is to rush to trading then set up a good caravan network to your food cities. This will allow you to make a bunch of merchants which
I have seen several posts on this subject, but I have not seen a good tutorial on this topic. This reason for this tutorial is simple, give a good example of how to make an item with a special ability, and explain some of the general pitfalls associated. For this part of the tutorial, we are going to make a club which adds an additional attack we will call Club Smash, which does 125%-175% normal dmg and causes the target to lose their counterattacks for a round. <p
I have seen several posts on this subject, but I have not seen a good tutorial on this topic. This reason for this tutorial is simple, give a good example of how to make an item with a special ability, and explain some of the general pitfalls associated. For this part of the tutorial, we are going to make a club which adds an additional attack we will call Club Smash, which does 125%-175% normal dmg and causes the target to lose their counterattacks for a round. <p
[quote]However I would also ask that we keep each mod to one or two threads...I'm excited about what you guys are doing, but this isn't the Dragonlance forum[/quote] I second this, especially if RavenX is talking about a year to a full release of the mod. I personally have little interest in the mod itself but all large scale mods are boons to a mod community as it gives smaller guys a lot to look at and a lot to borrow ;)
[quote]the trolls move on to other more shiney baubles,[/quote] Won't that be a nice day. Though from what I can tell, the dev team is already making great strides calming down these forums and talking to different modders about issues they are finding. Honestly, I think Elemental will find its stride soon enough and the devs will end up having a lot of time to help the community make it even better.
Technically, there is a technology needed to do this, but it is currently bugged so that you can use the hotkey x to raze any selected city. Once you research the tech, you will see a raze city option on the city's display along with rename, improve, and train.
You can always make some OP building for a lvl 5 city which gives you 8000 arcane points per turn.
Its not an either/or situation. The 8 gildar ability bonus at the end of fights is the thief bonus. So if you got 40 gildar and 8 gildar then you're total is 48 gildar. Either you or one of your champions has the thief trait, which is pretty nifty and accounts for this bonus.
There is a bug with tactical buffs, that they do not end when tactical combat is over, but instead they stick around until the specified number of turns is used up. However, this is not a problem with the burning blade spell itself but any buff spell. Since the game only takes into account the specific gamemodifiers, it doesn't seem to know that burning blade has been cast before. It just keeps adding more and more game modifiers, without ever realizing that it is duplicating anything. For so
Well Frogboy, Here are two of my saves: http://depositfiles.com/files/ubxpwyf6x One is an Empire game and one is a kingdom game. You will notice the evolution of my naming scheme to help me deal with the modal level up dialogs.
Personally, I think a large scale expansion pack produced after the game has stabilized could easily revive the game, in the same way that Warlords or Beyond the Sword revitalized Civ 4. I think giving reviewers a new "title" to review at that time could really make the game a huge success.
The ability to use hardpoints might be a nice touch, but since most of the current props are not exactly designed for such a system, it may not work very well. Personally, I would like to see the current in-game editing tools ported to an out of game application of some kind. On top of this additional tools for some kind of system testing would also be nice. I hate having to load up a game of elemental everytime I want to see if my new building gives the desired improvement or my new
I recently bought the digitial release and have found myself enjoying the nostalgia. Yet at the same time, It has really made me understand what is so special about elemental.
Thanks for the honesty, Frogboy. Personally, i enjoy the game as a sort of coding play ground and like most people firmly believe you mean what you say. I am excited to see what the future hold for Stardock and elemental. I am sure it going to be alot of fun.
Personally, I want some way to implement conditionals into gamemodifiers, even if it is only some form of the prereq tag. It would enhance our ability to make more interesting buildings and items.