kenata

kenata

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

[quote]Overall though, it IS leaps and bounds over ALL the other games at launch and I'm willing to wager it will only get better down the road.[/quote] After playing quite a bit of shogun 2, I can easily say that this iteration is definitely the best since Rome:TW. Honestly, it makes me excited for when they make my dreams come true and announce Rome 2 with even crazier Elephants.

124 Replies 358,167 Views

[quote]The trait/level concept was what I liked most in Age of Wonders, really looking forward to seeing it in Elemental.[/quote] That's because it is a good idea. While I don't know if it will be good as a replacement to the current leveling system, it is definitely a good addition all around. What I would like to see is some kind of dynamic system to define rarity. My largest concern with respect to static probabilities is what one might call the "getting screwed by randomness facto

153 Replies 256,403 Views

[quote who="Bombbr" reply="6" id="2906791"]Maybe i misunderstood you, but I deleted the data.zip file in the data directory of my \games\elemental war of magic directory and had it rezip it upon running with no discernible difference compared to before. Same symptoms. Deleting any other other folder structures from my install directory seems to result in the game not loading up properly. Like the words don't load up on the menus, or it just crashes on startup. So I res

11 Replies 5,709 Views

[quote]What about pre-reqs in the form of a trait tree ? As in, traits that could unlock the access to other traits in the list at a higher level ?[/quote] This is pretty much the current plan for Updated Weapon:FE edition.

153 Replies 256,403 Views

[quote]Does Sion still mean a 'Character' unit created via the dynasty vs. a 'Character' unit recruited from the wastelands?[/quote] A Sion is a unit that the Empire can train after an appropriate building is created. It is a special troop, like Darklings or spiders, so you can't customize them, but they are fairly cool in general, as they have a really nasty special ability.

153 Replies 256,403 Views

[quote]There is 1 trainable unit that gains traits when they levelup (Sions). We have an xml tag that says if a unit gains traits when they levelup or not, so it would be easy for a modder to allow all units to use traits when they levelup if they want. They could also create different levelups for different units by using the prereq system.[/quote] Will Sions be able to access all of the base champion traits, or do all traits have prerequisites allowing them to be easily categorized

153 Replies 256,403 Views

One of the problems of this thread is that it does not ask set of questions. While it is easy to imagine that SP-like co-op would be a fun experience, it is much harder to imagine that this type of game mode would make up a significant amount of the overall games played. I wonder how many of those who have said yes to this poll would actually play this game mode primarily and how many would even play this game mode for 25% of their total play time with the game. Many here have started calling

188 Replies 607,238 Views

I have one question about traits. Will traits be applicable to normal units? One of the coolest parts about Civ was the way that units could be leveled up to take on different traits. While you could have 20 knights which all had the base stats, these units could be upgraded to be slightly distinct from one another. In WoM, I can build a whole bunch of spear units with different armors and equipment, but outside of the HP bonus for leveling up, these units are identical to each other. Thus, t

153 Replies 256,403 Views

[quote]The issue isn't that we were given information before beta. the issue is that the information was partial (I hope it was. I don't see how making a bad situation worse would improve the game). This change to unit HP and base unit size must come with other tactical combat changes, but we don't know which. Throwing us a bone and writing 2 lines about what changes will come with that one goes a long way into calming our fears.[/quote] We all should try our best to refrain from word

271 Replies 429,390 Views

[quote who="Frogboy" reply="57" id="2905996"]Note to self: Don't share change stats with community prior to a beta release. lol.[/quote] That would be a shame. Some of the best discussions come when you guys let the community know what yall are thinking about/working on.

271 Replies 429,390 Views

[quote]1) Buying items in the store automatically equips them. 2) Can "design" groups of items and then purchase/equip a group. Seriously, by end-game you're buying not only weapons and armor, but a shitload of accessories. Buying, then equipping each item separately is tedious enough for one champion, but for numerous it's simply torture.[/quote] I don't know if I agree with these completely. If I could have one change to the shop it would to replace the shopkeeper with a

271 Replies 429,390 Views

[quote]NO. A higher Attack and Defense to Hp Ratio is bad for so many reasons. Unit Hp should go up not down. Whats your average unit going to have? 2 Hp and 6 Attack? HP wouldn't matter ever, only defense would.....[/quote] I have no fear that attack and defense states will be modified as a result of the HP change. However, it is difficult to discuss what these number should be without actually playing the game with the new hp and troop counts. Yet at the end of the day, a

271 Replies 429,390 Views

[quote]Yeah... it seems a very strange change on its own. What's being done to prevent 4man units getting oneshot by everything? It really feels like one step forward with 4man units, and one step backwards with changed base health.[/quote] I guess I am alone thinking that this is not necessarily a big deal. Since Units will have a base troop count of 4 instead of 1, the base health for this squad will be 8 instead of 10. This then keeps something similar to the current HP balance wil

271 Replies 429,390 Views

Ok remove your data file, the zip in the data directory. Then completely delete the folder structures in your install directory and your game directory.

11 Replies 5,709 Views

[quote who="EchoingZen" reply="4" id="2905401"]You are awesome.[/quote] No problem. I'm glad you can play the game in the way you want to play it.

5 Replies 5,428 Views

Remember if you are trying to play an old save the problem will linger even past the removal of the mods. Honestly though, it is fairly odd to me as most mod makers try to ensure that their data lists are up to date. I know its a silly question but what happens if you turn off mod support and start a new game after reinstalling.

11 Replies 5,709 Views

[quote]But I try not to worry as things will probably work themselves out. We'll find other energysources. Just take all those inventions that the oilbosses locked away. An act of congress or President and we'll have them back and be back on track[/quote] In some ways you are right. Things will more than likely work themselves out in the long run. Yet, this process will not take place overnight. In fact, this process will take a long period of time and could result in global political

159 Replies 435,081 Views

[quote who="FadedC" reply="49" id="2904966"] I would argue that chess isn't actually simple, a matter of a few rules. Each piece essentially has it's own rules and movement, plus some pieces have, "special," moves. When the options are multiplied out, I don't see it as a small set of rules, but a large set of options for its size. I see chess as a small game, with a large set of options. On the outside, sure, you move and take pieces. Simple. On the inside, it's how all those different m

52 Replies 138,599 Views

I see. There is not a way to do this in-game, but it is a fairly easy thing to do with a light weight mod. Let me show you how to do it. You will need to create two files for this endeavor. The first we will call Mod_NewRaceConfig.xml and the second we will call Mod_HideCoreRace.xml, though the actual names are completely up to you, In first file, we are going to create a mirror version of the CoreRaceConfigs.xml file found in "install directory/data/english". Now, we do not n

5 Replies 5,428 Views

What mods were you running? If you are going to uninstall again be sure to remove all the content from your my games directory.

11 Replies 5,709 Views

The best place to start if you have never played any games like Elemental is to play the campaign. It will basically walk you through all the game elements, though you will still have to work a bit to figure out some of them. Once you finish the campaign, the sandbox game which is the real meat of the game should be a little easier to manage as you will already know about creating cities and units, as well as researching spells and technology.

4 Replies 5,194 Views

There should be a button at the bottom of the sov selection screen that says create sovereign. This will take you to the sov creation screen. After you have created and saved your new sovereign. You should see the new sov as a selectable sov on the selection screen. Simply select the new sov and press next.

5 Replies 5,428 Views

[quote]I don't see the logic in making a, "Strategy/Tactical Game," that is dumbed down or simplified[/quote] On first glance, the statement seems fair pointed, but upon deeper reflection, it is easy to see just how silly it actually is. One of the deepest and most satisfying strategic game consists of only a few simple rules - 6 total units, a differentiated movement/attack vectors for each unit, and one heavily conditional multi unit combination movement. Yet, despite the simplistic

52 Replies 138,599 Views

[quote who="Dsraider" reply="3" id="2904489"]Thanks Keneta. You know whats funny... it's possible to cheat. If you create Sovereigns with a stat boost under the effects of a mod they retain those stats when the mod is removed! Lol.[/quote] You should take a look at the custom sovs folder. You can actually make all sorts of crazy sovs.

31 Replies 187,179 Views