[quote who="Tahllian" reply="1" id="2773500"]The main difficulty is the unit and combat animations - everything else is trivial in comparison. There's no point in saying there's 100 men in a squad if it still only looks like 4. [/quote] Well, there is a point, it "feels" like more, even if you only visually see 1 guy, if every single tooltip and onscreen promt and text says its 100, it feels like it matters more if he dies or not. A good examp
Baleurion
[quote who="elheffe" reply="160" id="2770700"]Excellent mod. This keeps the game fresh and with the bigger maps I am able to get a foot hold before encountering another race. One question I am hoping you can clear up is which slider indicates the frequency or random monster encounters, and which slider indicates the level of those encounters. I only ask because it seems that I am overrun with monster encounters about the time i have 4-5 cities and the strength of those monst
Ive had this happen too, on normal.. I just rage and start over. Ive stated it other times in this forum that bandits (and critters) should never raze an entire city, its silly how 1 harrison ford can destroy an entire city, rendering the terrain useless for the rest of the game (the rubble cant be built on). It makes no sense, its annoying when it happens in the first 50 turns, doesnt add anything to the game, and isnt fun. Either that or just have a simple limit, any
I must add that i'd LOVE to see, at least a version (a checkbox to be ticked, or whatever) that also adds environments to the maps upon generation. It could also use the noise filters that the terrain generation (the physical terrain) uses, to make it appear natural. [e digicons]:blush:[/e] Such as, snow near the top and bottom of the map, blending into the standard barren, or / and grasslands near the middle of the map (very broadly and varied), with some nice deserts as are alr
No offence but many people have already done this on their own, if we all made a mod thread about it, and then an advertisement / suggestion thread about it here as well, we'd be flooded by the same thing.
[quote quoting="post"]I have been interested in this game for a while. I have read a TON of negative stuff about this game, and I come here and most of you seem to be enjoying it, (barring the bugs). Should I buy it now, or give it 6 months to see if the game is actually "finished" a bit more before throwing my 50 bucks at it??? [/quote] Every game forum is filled with raging people hating every aspect. It's also filled with huge wall of text posts detailing exactly what the
I see what you all mean, but again i stand by my view that it doesnt matter if its turn based or not, havok should still have the same visual impact. I mean the animations themselves, when a unit is attacking or under attack, are the same wether its real-time or not. I guess you could say, its real-time while they attack :P So there's no reason not to have flying corpses and bouncing bodies just because its turn based, you still have attack animations and death animations, the on
[quote who="cwg009" reply="22" id="2769230"]They should just combine it into one resource node, e.g. pastures, which automatically give the faction appropriate mount, i.e. horses or wargs, if you get it into a city influence zone and develop it. [/quote] Exactly, it works for farms (kingdoms get cute flowers, empires get nasty fungi), so there's no reason it couldnt work for mounts too.
[quote who="solidsmooky" reply="3" id="2769254"]If you think AC sucked then you just have bad taste in video games. That or you're so blinded by Elemental fanboyism that it's making your brain think crazy thoughts. AC and MoM are still playable even today. I posted this post to put a thing in perspective. [/quote] How old are you, to still use "fanboy" comments? I'm perfectly capable of having a clear opinion without being hype-brainwashed. But thats t
[quote who="Stmorpheus" reply="2" id="2769199"]they use havok for their cloth physics. [/quote] What? Cloth physics? To me it always looks like the cloaks etc always move the exact same stiff way, as if its just part of the animation. And i dont see the relation between the battles being real-time or turn-based and havok. It doesnt matter if the game is real-time or not, you still watch the same attack / death animations, might as well have bouncing corpses even though its t
Well, Havok is in the game (the physics toolkit/thingy/premade-engine/whatever-you-call-it). And in early vids/screenshots you can see soldiers flying and scattering, physically. [e digicons]B)[/e] So what happened? Is it just left in there now, as a cold relic, or is it actually used somewhere? I mean, yeah okay, the soldiers DO fly backwards for a split second before they fade away, but thats hardly Havok, its just a pre-canned animation. They dont even interact in any int
Your entire post is facinating, but im afraid the most likely scenario about what happened when the AI sovereign attacked and suicided was simply that the AI didnt re-evaluate its orders each turn.. The AI spotted your army approaching, set a move order for relias and his army to move to the city, then when you captured the city the already existing move-order for relias simply wasnt updated, and combat was initiated (since two armies cant exist in the same city, if they are enemie
Whenever i rage about a modern game being buggy, regardless if we should expect better or not, i just go and watch an AVGN episode. I dont want this thread to turn into a "but in this day and age, quality has improved and so has our standards".. Yes, i know. Every game SHOULD be bugfree, polished to perfection, that is what we all want, that is what the developers should always strive for. No question about that. This thread isnt talking about bugs, its talking about the main g
[quote who="cammagno74" reply="21" id="2768949"]I disagree, I like the random name generator and the names it produces (they have the right 'flavor' for me), and I really hate the predefined names of cities (probably the thing that I hated more in Civ4 [/quote] You think names like "Ooukkzisu" and "Fuririaaoarr" have the right flavor? In what world? The gibberish world? I mean they dont even sound fantasy'ish or foreign, they just sound like german-angry-kid banging on his k
[quote who="hairrorist" reply="7" id="2768212"]I dunno, I kind of like the name generator. I get to conquer the world of Noob with me and my son, Asses. [/quote] Lol yeah one time i got a worldname of "Nubs". I was like......... "are you kidding me?" [e digicons]:grin:[/e] Oh and the best one so far, i got the "It's a boy!" popup, and the first randomized name was "Nogirl". I'M NOT JOKING!! [e digicons]:(O[/e]
Mods https://forums.elementalgame.com/396235 edit the values (mount income rate, cost of the building, city level requirement, etc) to your own liking! I put em on req city lvl 4, 100 gold cost, 8 turns build time. 1 mount per 4 turns, 1 stable per faction allowed. Does exactly what i wanted from the vanilla game, have some mounts available for me in the midgame, and more in the late-game if im lucky
[quote who="WhiteElk" reply="69" id="2768856"]Since it's modding vs cannon, how about introducing a new player to the game? Something distinctly different from Kingdoms and Empires. A wicked blood thirsty race. Evil incarnant. A scourge. A viscious, vampric, hive minded foe. Possesing regenerative qualities and utilizing a twisted biological construct in their buildings. Yeah, like the Wraith from Star Gate Alantis (sans the&n
Introduce the random map generator mod into the game!!!!! XD And an easy equipment creator!
There's one other noise algorithm that creates very interesting sprawling mountain shapes, but i forgot what its called lol. I remember it from Mojoworld and Terragen =) The ability to manually choose the noise filter for each of the two sets of sliders in the future, would be amazing [e digicons]*_*[/e] *hint hint!*
Good idea! imma use this =)
Hell yeah imma edit this to make it a total of 10 turns, slower expansion
When you choose Medium / Large or whatever size when starting a new game, the game doesnt actually generate any maps, it just picks a random Seed_25971 named map. You can go into the cartographer, and make any map you want (or generate one with your new map scrips, which i'll try now!), then save it as Seed_25927 or whatever, look at the original files and mimic their names but with a unique number. Then that new map will be in the pool to have a chance of being picked when start
Turning off the outlines pretty much "fixed" the artstyle for me, absolutely beautiful.
Yes photoshopped in the sense that i downsized them 80x50 pixels for a little fake smoothness =D
Yea, but they should be snow covered, not brown :)