I'll wait for the patch to make any judgments on the larger system changes, but I'd like to point out this: "These are just a sampling of the changes coming up in the new patch, although they are our (well my) biggest focus at the moment. I'm also planning on going through and trying to balance armor and weapon values among other things." The last attempt to balance weapons/armors was only balancing said items against others in the same c
Kalin
You need a few icon files as well, then copy and paste the following into an xml file (CityPark.xml) in the Mods folder. Note that I added the basic cost of 10 gold and 5 mats, you can remove that if you don't want. City Park City parks increa
The reason it takes a while is because it analyzes what you need to download in order to minimize the download size. This selective method certainly takes longer than a pure patch that applies everything as needed, but it has the advantage of speeding up download times and reduce bandwidth costs.
I don't really get it... if you look at what they have been doing for the last two patches, it seems pretty clear to me that they are putting in a real concerted effort in multiplayer for Elemental. Now you might not be happy with it, in it's current state, but saying that they aren't trying to improve it is just fallacy. What he's saying in the comment regarding allocating resources to MP is that they have limited resources, and have a LOT of things on their plate right now, so multiplayer w
I love the reskinned crystal, looks very cool.
There actually are parties of adventurers. When certain NPC meets, they can form a party and walk around with one another. It's somewhat rare because it requires specific NPCs. Although they don't explore dungeons or anything like that, they just act like any other NPC. There's actually a little bug with this, because when you hire one you end up hiring them all, which sometimes gives you negative gold because the price only checks the party leader.
It always works for me as well. Just an update problem with large mountains. IE: if you lower one out of a 4 tile mountain (on cloth map), 3 tile should remain as mountain, but all 4 disappears and "looks" like empty land. One of those 4 is actually hills (not updated to look like hills either) and can be moved in, the other 3 are still mountains but doesn't display as such on the cloth map, and thus ends up being very confusing. The only way to know which is which is to activate the terrain
Oh I didn't realize that's what you were talking about. I don't think we need to have the building stages at all. Rather, it would be like how the tiles for city hubs is handled. 1 initial construction tile, then 5 tiles for lv1-5, with lv5 being the finished wonder. To mimic the "under construction" feel, lv1-4 would just LOOK like it is still under construction by tile design. As such you could have something that looks like it's growing as the city grows.
It's possible, just use the city level up mechanic to do it. Basically build a "base" and it levels up as the city grows. Giving more and more bonuses as it completes. Of course the city won't actually be "building it", but we can put a negative on build time on all the lower level (1-4) to simulate that the city is currently investing its resources into building the wonder.
Regarding the wonders idea, I'm not sure it's something we'd want to tackle right now. I'm not completely against it, but there's 3 glaring problems that comes to mind right away: 1. V1.1 is coming soon-ish. It looks like it's going to change a lot of core mechanics. As such, any mod that needs serious balancing is probably going to be doing it again when that comes out. The idea of balancing 66 wonders once is dreadful as it is, twice? Ouch. 2. T
Just throwing out some ideas for some races: Celestia: http://img251.imageshack.us/img251/222/elemental1286587450.jpg Basically Angels. It's a kingdom based faction that is unique in having its cities float above the ground. I've been playing around with this idea for a while (as you can
About 3 weeks for a race? That's pretty good, I thought it took a lot longer. It certainly felt like a lot of work anyways. Big grats and thanks to everyone involve (especially Heavenfall), and I hope everyone enjoy it.
I thought about that, but then I'm not sure how multiple BuildingReq would work (as you'll also have to list them for hub 4, 5 for both factions).
Make a custom building, make it require lvl 4 city to build... basically, a Pioneer Training Center or w/e. Then edit the Pioneer unit and add: BuildingRequirement PioneerTrainingCenter
Add more AI helps a lot, as does set pacing to fast, which lets you research faster.
A bit disappointed that royalty didn't get a tweak in this patch given it's glaring OP nature, but I guess you guys are probably pushing its reworking to 1.1 from the sounds of things, so thanks for the hard work. PS: Am I hearing this right, combat initiative is going to make it into 1.1? I thought this won't be doable until the first expansion?
Whoa, I didn't expect thing to go by so fast. Sorry I was a bit busy today (and tomorrow too, unfortunately), so I won't be able to really give it a serious test until the weekend. But judging by your pace it'll be done by then, heh. Having said that I think it would be a better idea to separate the HQ and the LQ version of the mod into two separate packages. Let people decide which to install and use. The reason I say this is because we are adding quite a bit of tiles
Trade Center and UC: http://img716.imageshack.us/img716/4131/elemental1286463489.jpg DLs: http://dl.dropbox.com/u/11827581/Elven_Trade_Center.rar
Put it this way, I payed some 90$ (limited box & shipping) for this game, and still don't regret it one bit. I've been playing on and off for a month+, bugs or not. Take, on the other hand, a new game that just got released: Front Mission Evolved. I played that for the whole 7 hours that I needed to beat it, and I don't think I'll ever be touching it again. Sure, it was stable, and didn't crash... but if you look at the value it provided versus Elemental... I don't think there's even a co
Mining Guild and UC: http://img251.imageshack.us/img251/1565/elemental1286406434.jpg DLs: http://dl.dropbox.com/u/11827581/Elven_Mining_Guild.rar --- Did we ever decide on a design for that Trade Center? Last I remember it was between the square roof and the too bright one...</p
To be honest I'm starting to wonder more and more about how food is going to be generated now that caravans won't produce them. Are we going to have buildable farms in cities again?
I don't really see it, but I'll take it as a no. So forget fancy statues, and: http://img259.imageshack.us/img259/1099/elemental1286397501.jpg Hopefully you won't find anything suggestive there, lol. Oh, and I think you might have gone a little overboard on the darkelf t
Not too sure about my rock work, I was trying for an "Atlas" thing, but eh... http://img830.imageshack.us/img830/5560/elemental1286383463.jpg
No no, I didn't mean it as a hut, I thought I'd use that as a trade center instead of that other design.
They can't give discounts because of retail problems. Basically, they would get in trouble for underselling. That's why they give out free expansion.