kenata

kenata

Joined Member # 2383943
20 Posts 701 Replies 12,520 Reputation
Reply to caravans in War of Magic

I used to have this problem with caravans, where spawning monster would stroll out and kill my caravans. However, I soon realized that is was due to the fact that I was sending caravans on incredibly long journeys into unprotected lands. Mainly, this was a lack of oversight on my part and after a couple of times of this happening, I started picking safer routes and sending troops to nearby forests to watch for pesky spawns. I think alot of people are spreading their kingdoms very wide and hop

12 Replies 9,383 Views

[quote]Squares are a geographical aberration, other than bringing several kinds of illogical situations.[/quote] The Hex system only makes sense due to a geometric reality, which is that a hex grid can be created without no hex holes. Yet, in general, this form of movement removes a very large dimension of movement namely the ability to move from side to side. The only real benefit to a standard hex grid is that a move from one hex to an any adjacent hex is the same relative distance,

18 Replies 283,872 Views

As many of the modders out there know, tactical cooldowns are currently bugged and will cause a CTD if you try to set use them. I have talked with the dev team about this bug and they are aware of the issue. Now, the comment I want to make is about one shot tactical spells/abilities. Tactical cooldowns only cause the crash when they run out, so there has been several mods which have used some laughably high number to do a one shot tactical spell. While this method works, I have found that if

0 Replies 1,200 Views

[quote who="Heavenfall" reply="1" id="2780017"] Edit: You should give some of the tactical spells a 9999 cooldown to prevent them being cast more than once by the same caster.[/quote] Actually, Giving tactical spells a cooldown of -1 is actually better. A cooldown of -1 does not crash the game and tell the game that the spell never cools down. This is probably the more correct way to do tactical cooldowns.

11 Replies 54,457 Views

James, what is wrong with Calculate on those? I am almost certain calculate can work on any " " " "

10 Replies 10,349 Views

OK, I am going to teach yall something about unit groupings, modifying the unit groupings is kind of a pain in the ass. Since alot of this is preset in the UI, it is really hard to expand the number of unit groupings. On top of this, the unit groupings xml file is set to standalone and will basically override any changes you try to make in a very bizarre way. The best way to mod this functionality is to directly modify the core file, which I know is not good for realeasable mods. <br

6 Replies 3,236 Views

[quote who="metalfacekevin" reply="389" id="2782643"]I like it for what is was supposed to be.[/quote] The game is what it is supposed to be. The epic battles being pushed for in this thread is not, as far as I can tell, what the game is supposed to be, but merely a desire expressed by what really amounts to a same amount of individuals in the community. That said, Epic battles will appear in Elemental, if only a user mod. The game supports this functionality and really would only tak

420 Replies 1,127,916 Views

This should be possible but it really depends on what you mean by put them into formations. There are two different things you may desire to have. The first is an increase in troop size, ie parties, raids, companies, etc., which would give you the ability to have multiple units in a single unit. Alot of this code is in coreunitgroupingtypes. The second is how groups are displayed which is done in coreformations.

6 Replies 3,236 Views

If you consider a grid based game map using squares and we assume three sort of layers of map info, units, terrain, movement, then we could represent each as follows, Unit info: [{0,0,0},{0,1,0},{0,0,0}] ---> a single unit standing in the middle of the map. Terrain info: [{1,1,1}, {1,0,1},{1,1,1}] --> all the terrain is of type one except the middle which is type 0 Movement info: [{1,1,1},{1,0,5,1},{1,1,1}]

18 Replies 283,872 Views

I know the square/hex debate has been raging for years, but I always find it hilarious. Hexes are more fun from the players perspective, but are nightmares from a dev perspective. Consider that squares can easily be represented as a matrix and manipulation can be done with several types of matrix functions. Hexes, however, can also be represented by matrices but it is requires extra memory and system to maintain and manipulate the interconnections. Personally I am not a fan of hexes or square

18 Replies 283,872 Views

I would only agree with teleport being removed if the game made it easier to move around the game world. At current, things like traveler boots and horse are fairly meaningless for a sov/champion since their effects are negated by having even a single slower unit. A sov with a 5 move starts the escort nobleman quest and instantly he is only 1 move? While in someways this makes sense, as the nobleman would slow down the sov, even one horse would increase the speed of both individuals, since it

45 Replies 28,119 Views

[quote who="divvu80" reply="18" id="2778513"] Work with higher numbers than 1, a system where mantaining a familiar and a fire giant both costs 1 mana is unbalanced. You should rise both mana regeneration per turn and the cost of some upkeeps.[/quote] Personally I feel this to be completely balanced. From my POV, the idea is choice, not see how many summons you can get out at a single time. In the early game, you summon familiars because they are easy to get to and are easy

45 Replies 28,119 Views

[quote who="surlybob" reply="9" id="2778489"]Teleport should be nurfed further. Even at 15 mana, it is still the best spell in the game by 1000 miles.[/quote] This mentality is awful. It is the same reason why organized got the axe. "OMG, I think this spell is OP, because I use it all the time. They need to get rid of it so I can be saved from having to use its insane power." If you believe teleport is the best spell in the game, then you are probably one of the people who have turned

62 Replies 165,146 Views

[quote who="submit_a_bug" reply="14" id="2778482"] Quoting Panda_Power, reply 4It sounds like you really enjoy the game, so why don't you try to work directly with support? Just give them the info they want and I'm sure they'll be happy to help you fix it as quickly as possible. Do we get paid for working as playtesters as well?[/quote] If you weren't aware, the answer is yes. They have already stated that due all the fuss, people will be getting not one bu

26 Replies 26,547 Views

With 15 mana teleports, adventuring with your sov is really difficult, specially if you are trying to be a magic user. As kalin pointed out, you basically have to save 15 mana for teleport and even then if your sov is a magic user then you will be much less effective at dealing with anything that happens back in your civ.

62 Replies 165,146 Views

Summon spy which is the summon for a VM is not a lvl 1 spell, and while I will agree that it is capable of clearing an early battlefield, if the spell has a cast time of like 3 turns it would have to survive for that amount of time before being able to nuke the entire battlefield. This would add tactical depth as fielding a VM would require you to either run, or try and deal with my VM before he could go off.

13 Replies 6,576 Views

The point is to not have 10 spellcasting champions, which is totally OP. If a champion's magic is piggy backing off a sov's then it makes sense tha the sov would need to use some kind of upkeep to maintain that champion's imbued status. Will it be possible to unimbue a champion? Like so early on, I might imbue a crummy champion to help me maintain peace, but later when I get better champions, I can unimbue the previous champion and then imbue a new one. i would imagine in currently that to do

45 Replies 28,119 Views

VM was too powerful with instant cast Arcane Doom. They really need to just implement cast times. Would nerf the ability without remove its tactical value.

13 Replies 6,576 Views

[quote who="Frogboy" reply="15" id="2778189"]I have my thoughts and opinions on the AI: https://forums.elementalgame.com/397139 [/quote] This really seems like an interesting way to solve this particular problem. However, I think this needs to be in done in conjunction with making normal units more interesting. I feel like most people stumbled across the sov/champ/summon strategy simply because normal units just can not compete with it. While the chan

52 Replies 133,330 Views

The last game I played I had something like 10 cities by like turn 100-150. Of those, 8 were fully functioning producing some value. I am actually happy with some of the tradeoffs that cities have to make now. While the changes in the new patch doesnt keep me from spamming cities, it does make choosing city improvements a much greater choice...Well that is until I start getting like 2 caravans per turn and they all go to food producing cities. Personally I think caravans should trade based on

52 Replies 133,330 Views

If you play slow and try to develope really nice single cities you will get blown away, but if you city spam and just try for maximum output, you will win everytime.

52 Replies 133,330 Views

There are several good tutorials on creating new weapons in the mods forum, and even a couple of good mods which have already done a lot of interesting things with weapons.

8 Replies 6,527 Views