I noted that champions can have a 'profession' that can give your faction certain advantages and in this case, it's a marginally useful function, but then they are mostly a specialist and not really a 'hero' or 'champion' in the spirit of the game. The profession should be something that also makes the Champion special, not the sole reason for their existance. Either that, or call them specialists. Also, I mentioned the equipment thing in my first point. The current cost to equip a he
nitey47
As with my post on Dynasties. I have a few problems with Champions the way they are currently implemented in the game. Currently Champions are wandering heroes, that you can hire, equip, potentially marry and imblue with essence and ultimately use on quests for your faction. However, the cost for these units is currently prohibitive considering their benefits. First, from a cost standpoint. Each hero requires gildar</span
After playing a couple 400+ games, I think I wanted to mention some problems that I see with Dynasties and offer some possible solutions. Under the current setup, once your Sovereign marries you can have up to 4 children that will be magic users and can be married off to other fractions for political alliance. Here is some problems I see with the current system. 1. First, if you have a son and allow your son to get married to the daughter of another fraction, YOUR fraction gains anoth
I've take a quick look at this and I believe this is something that could be modded in one of two ways. First, the caravan unit is defined in the CoreVehicles.xml file. It's possible that you might be able to make this a upgradable unit. I'd have to play around with it. Idealy you would want it to have a group of guards, rather than one guard in a tactical battle. The second would be to add a new Caravan unit, by adding a new Technology. The techs for the kingdoms are in the T
I was experimenting with wanting to create (or change) attributes of the weapons in the game. Here is how to create a NEW weapon to add to your game. NOTE: XML files are only read at the start of a new game so this item will NOT show up in your current game. 1. Custom Items should go in your User game directory. In my system (Win7) this is Documents\My Games\Elemental\Items 2. Create a new file using NOTEPAD. You will ultimately want to call this file <span style="color: #0000
Okay, here's a tip. You can't modify a xml file and expect the changes to take effect during a game. The xml files are ONLY read at the start of a new game when the world is created. For example. You want to change the starting gold that each fraction starts with. 1. Go to your Startdock Games\Elemental\data\English directory 2. Find the file ElementalDefs.xml 3. COPY this file to your user directory (on my Win7 system this would be: Documents\My Games\Elementa
I created a custom Fraction using the Mod tool editor. After I created it I looked at the debug.err file and saw that there were errors in reading the xml file. I also noticed that apparently the ITEMS subdirectory is not being checked for custom items or the UNIT subdirectory to custom NPC files. I'm not sure if they are just not being looked at or the lines that check that location are just not part of the debug file. I'm attempting to mod a simple additional weapon based off a club
I have this same issue as well in combat. Using ranged weapons, often I have to click multiple times (excessively) to get the unit to target the enemy. If I switch to a complete overhead map, targeting works much better, but I still often have to click multiple times to get the unit to fire (although usually this is only 2-4 times).
This is a step by step guide to create your own Fraction using XML modifications. It's really not that hard and once you know how to manage it, you can probably create a new fraction in roughly 10 minutes (however, the 1st time is likely to take you a few minutes more). First, you can use Notepad to open the XML files or you can use an XML Editor (Link to free MS XML Editor: <a href="http://www.microsoft.com/downloads/details.aspx?familyid=72d6aa49-787d-4118-ba5f-4f30fe913628&disp
[quote]Finally, champions should be able to level by using their skills, instead of only by fighting. Merchant heroes should be able to level by trading, farmers by obtaining food or finding or creating food resources, inventors by discovering new technologies through quests or by remaining in a city with research-specific buildings and resources. Those (+guildar, +food, +research points) skills should be an option to increase with a heroes leveling points. Right now, the game forces you to h
I think this is an excellent idea. Diplomatic Capital should be able to used in many non-standard methods. To recap your points as bullets: Inspriational Speech: Increases (Production/Training/Construction/etc) for a period of time. Like rushing in Civ Denouncation: Opposite of Inspriational Speech to be used against enemies cities (anywhere anytime) Recuitment of Champions/Heroes Tactical Inspriational Speech: Increases Attack or Defense of your u
[quote]You need a third mouse button or a way to simulate one. I haven't found a keyboard shortcut, but my Logitech mouse has programmable buttons and 'third mouse button' worked perfectly. Makes the game much more fun.[/quote] Stardock - PLEASE make this configurable. I also am using a logitech mouse, unfortunately it does not have a option to use the middle wheel button to simulate the 'third mouse button' and none of the other options seem to make this work for me. If I could bind
Quest system feedback. My opinion. I also feel that for something that is stressed in the game, the quest system seems to be a afterthought rather than a feature in the game. It should be easier to access the quest logs and currently I think the given quests are too easy and given too often. I really like the idea of re-using Inns as questing locations. You should be able to accept or refuse a quest (and perhaps ignore saving a particular quest for later). The quest cou
1. I cannot change the resolution to 1920x1200. I click on the resolution and restart the game as instructed but the game continues to use 1366x768 resolution. I even manually changed the numbers in the perfs.ini file and it still defaulted back to 1366x768. 2. Creating a Soveriegn: No facial hair choices are availble now. They were in the last and previous builds. 3. Initial store has no items. This might be by design or not, but you would think that clubs/staffs and other it
I'm having this same problem as well. I have loaded my last save 7 times already with no joy. I'm just going to start a new game, but there is something definately broken in the load game routine.
Reposted from the prior thread as instructed: Players start off by knowing spells: Do we get to pick the spells that we start with or is it randomly assigned? I can also see that if the resources are 'very finite' extra care will have to be taken to make sure that they are somewhat evenly dispersed on the random map. Even if the generator is programmed to make sure some resources are near your starting p
[quote who="AngeloBraz" reply="2" id="2682506"]Should we be able to know the enemies' income and other info without spies or any other means to that info? Will the enemies always be an open book for us? [/quote] I agree here. Spies should be part of the Adventure Research Tree under Thieves Guild. Once you recruit a spy and successfully send him into one of the other kingdom/empires city you should get this info, otherwise we shouldn't see this. JMO.
Players start off by knowing spells: Do we get to pick the spells that we start with or is it randomly assigned? I can also see that if the resources are 'very finite' extra care will have to be taken to make sure that they are somewhat evenly dispersed on the random map. Even if the generator is programmed to make sure some resources are near your starting position, if the general area that you are in is pretty sparsely decorated, you could end up playing for quite some time before y
I don't envy your position right now Brad. I'm not sure when your code freeze date is, but if I remember your previously mentioned schedule you can't be anymore than 2 weeks at most away in order to hit your August Ship date. I'm not real big on multiplayer, but I DO play it and like others have mentioned, not having tactical battles available in some form will probably make me shun multiplayer mode until it is in. For the players that like MP, I would have to believe this is an extre
I didn't see this one listed, but I have noticed that in Auto Combat, the last units in the stack are always the ones that seem to die even if less powerful units are listed higher up in the stack. A number of times I hired a champion and added him or her to the bottom of my stack only to have him killed while peasants remained. Non-Sovereign/Champion units are not receiving experience even though they have an experience bar listed. This has probably been reported, but I just wanted t
Quest logging in it's current state is not user friendly. First, the Quest log should either be Tabbed with Active Quests and Completed quests or you should be able to filter by Active or Completed only. I'm actually not even sure why completed quests are saved as I don't see any particular need for them at the moment. Another problem is that you can only have five active quests. If I need to review them I have to go to Kingdom Reports (click), Quests (click) and click through each st
>> Click-drag the item from the inventory over the portrait of the unit you wish to receive it. I tried that. I couldn't get the item to go to the other unit (in this case a spear to a champion). That's what I thought would work, but it didn't work either time I tried it. Bug?
I like this idea as well.
Played Beta3A most of the day and have these game play suggestions: Save game: Can we have the gameworld name and Turn information saved with the Date/Time stamp? Maybe this isn't a big deal but after the amount of crashes suffered today, this information would be helpful IMO. Load Game missing from Main Menu durng the game. You can save a game, but there is no visible method to reload a save game without exiting the game. During the game, quests and goodie huts become
Does anyone know if the game is going to support underground maps or linked maps to other planes? So far I haven't seen any evidence of this in the betas or discussion of that here in any of the journals. I think it would be an excellent addition if possible. In Age of Wonders you could travel under mountains or through a ruin and end up at a different part of the map. This was great for confusing the AI (sorry Brad). Anyway, just curious if anyone knows. Thanks!