Actually, Elemental in that regard resembles much more Tower Defense Games.
player1_fanatic
I think there were some changes in recent patches. In 1.09, for example, if I used cheat to get all technology in 2nd turn, my 9 tiles radius would get crammed with resources. Doing same with 1.11 does almost nothing. P.S. I guess it was done on purpose, to not disadvantage Altair, since they start with Exploration, and would essentially waste 1st exploration tech, if old rules were present (due to having no city at start).
Well, apparently Elemental is starving for more ram. No other way to explain all those OOM errors. Civ5 is not far away neither. It's usually multiplatform games that don't need much ram, due to using mostly similar resources as console versions, that have much stricter ram diet.
If 64bit exe was released, those OOM errors would've never be an issue. In last 20 years, if there was not enough of physical RAM was available, program would use paging file on hard disk to compensate (by using of virtual ram feature of OS), which could make things slow, but it would be stable. Program would "see" as much ram as it needs. But because 32bit apps are limited to 2GB (or 3GB?), more memory consuming 32bit software needs strict memory diet, otherwise it would cras
For example, Troll Shaman that leads the Troll Raid doesn't have Confusion spell, unlike regualr shaman that is alone, or part of someone else army. . Why this happens: Monster "groups" are defined separately in CoreMonsterGroups.xml file. There, stat of group leader are set, as well as what units accompany them. The problem is that sometimes the leader doesn't mimic completely normal creature they are from (defined in CoreMonsterUnitTypes.xml). So Troll Shaman
That would be good to check. Maybe "once" means just that. Only active for single caster, not getting multiple Paidens from several casters.
Yes, those spells are indeed bugged: https://forums.elementalgame.com/398341 The main reason because durations for spells in tactical battle spill to following turns after battle (with every combat round left being turn of duration). Additionally, combat spells without any duration will last indefinitely.
More stuff to add: https://forums.elementalgame.com/398440
Minor Water Elemental summon (from Lord of Sea spell) has no special abilities in the game. But their XML entry, in CoreSummonedUnits.xml, lists DrowningAttack. So why it doesn't appear in the game? Because that is wrong ability name. It is supposed to be DrowningStrike. If that is changed, ability will properly appear for them. Exempt that, essence of the Elemental should be increased to 3, or otherwise they would have no mana to use it (DrowningStrike costs 3
It's pretty much UI issue. None of the creatures with essence are supposed to use sovereign spells. It's just that info panel always lists all spells, if unit has essence. Now, the proper question would be why have essence, if they have no abilities that use mana?
It was such way since 1.05. I routinely targeted darklings just as any other creep early in the game with my sovereign (when exploring). And not until much later realized that they have that "immunity".
[quote who="Frogboy" reply="5" id="2782951"]My suggestion would be to create a new improvement rather than try to mod an existing one. For example, in my modded version (for my own play) I created a Throne Room improvement that can only be built once but provides 1 food and 1 gold. [/quote] Frogboy, this issue is known for some time. Even when mods started appearing with 1.05. Why it wasn't looked up til now? It really hampers modding efforts, when you need some
I did few random tests with archers and all seemed to work in normal parameters (as before 1.08).
Spell bugs that could get some fixing: https://forums.elementalgame.com/398341
1) All air spells that use shards or intelligence for calculating effects don't do it properly Only in this school of magic, none of calculations for intelligence or shard boosts uses "CastingUnit" as ValueOwner. So, for example, if Lightning Strike is used against monster, no shard bonus would apply. And in case of enemy faction, their shard number will be used, not of the caster faction. Similar, intelligence of the target will be used, instead of the caster (this includes Haste
The thing is, there is not such item as legendary forearms. So whole set has less pieces then ordinary armors. If anything, defense of legendary breastplate needs to be increased to compensate, instead adding ability to mix that armor with some other forearms. P.S. My impression was that bow stuff was fixed with 1.09. Any indication it's not that way? P.P.S. I noticed that all AIR tactical spells don't have ValueOwner="Cast
[quote who="Kalin" reply="31" id="2791041"]It does appear, it's just called "Lord of the Sea" instead of Summon Minor Water Elemental. From [/quote] I mean, it has ability in its xml entry (some sort of drowing attack), which doesn't appear in the game when you summon water elemental (with Lord of the Sea spell).
I think water elemental (summon) also has wrong ability name. Ability is there in XML files of the unit, but does not appear inside the game. P.S. It would be good to recheck all names of abilities. Maybe there are more with similar wrong name issue. It's good that game does not crash if wrong data is entered, but it does make finding bugs like these much more difficult.
Actually, what when wrong with MoM was that it was too complex for AI of that time to handle. Leading to either too easy game on Hard, or too much cheatlike gameplay on Impossible. Strategic + tactical layer = two opportunities for player to p0wn AI, instead of just one, like in Civilization series. ^Same applies to Elemental.
Watchtower visual range starts from point where it is built, not from city center. By the way, same applies to influence increaseing buildings.
Considering that all NPC heroes are human, that's only way for fallen to get spouse of same race as they are.
For some reason, many of predefined sovereigns have essence defined as separate stat, and often it doesn't mimic their wisdom score.
I still don't see, how could teleporting single sovereign, without army. back to his kingdom for 5 mana be considered overpowering. Instead nerfing down teleport they should've reinstated teleport army spells (that already cost 15mana), and change basic teleport to teleport only caster.
If it helps any way, the quests that can be started will have their markers on cloth map in white color.
The biggest problem is that most weapons for empire and kingdom are same (same stats), but the way they are researched is completely different. Kingdom gives better and better weapons every few techs, so you would expect those weapons to outperform/replace previous ones, and that getting all those extra techs means something. On the other hand, empire lumps one set of weapons all at once (for example same tech gives mace and all 3 warhammers!!!), so you would expect that bette