Quick note for fans of kenata's Upgraded Weapons, I have posted thoughts on how to use the sub-mod Elven_Weaponry in that system. Obligatory link: https://forums.elementalgame.com/400876 Thanks and credit to heavenfall and kenata for all their hard work adding so much to the game, it is appreciated and inspirational.
M. Agrippa
I think this approach of adding special abilities to weapons really deepens the combat mechanic, and it would be a perfect way to add difference between races/factions styles of tactical play while largely maintaining balance via costing and baseline abilities. As an example of this I have modded the Community Elf Mod ElvenWeaponry to give a different set of abilities than the standard equivalents, all based on Kenata's original Updated Weapons. Below is what I came up with,
Has anyone else seen these: BUG: All items are being double listed in the Empire Defense tech. Gives access normally, just has multiple entries for "Leather Helm". BUG: Combat speed calculations and effects are being shown with 4 decimal places.
Was the flavour text for spells changed to reflect the new spell values? ex: "Heal giving +6 hp (was +10)" Was playing r last night, seems like the back end may have changed but not the text.
After everything else, now not being able to install this game for over a week due to the download service being out? This is now enough to officially move me over to GOG for all future purchases. I will take files that I can store myself and use when desired, thanks.
Just adding in that I have had this same error on two different machines.
Any idea when access to a 1.1 Beta, for those interested, might be possible?
Just want to chime in and say please consider me for beta testing releases (and I am one of those troublesome Win 7-64b users who can find their own logs =). My time is a quickly shifting resource, but I enjoyed contributing what I could to the 3 and 4 round betas, and would like to continue to do so. In a differentially nerd centric question, any chance for a separate forum discussion (doesn't have to be this one) of the software engineering procedures you are going to try to u
No worries, I happen to agree with you about the Undead being kind of a requirement for a Fantasy strategy game. And I did not mean to imply any ownership issues, I am too used to the open source software idea where "community" is everyone using it rather than implying any level of control. I also think wanting to keep it a balanced add in is the best path forward; towards that I was thinking of cracking open the XML to see if I could get some of the alt weapons m
Howdy modders, really like how the Undead race is shaping up. Just wanted to point you over to the excellent new bone bow that 3DGrunge posted yesterday. https://forums.elementalgame.com/398027/page/1/#replies The goodness is in Post #22. Between the bone bow, cleaver, and skull mask I thought there was a lot of great thematic flavour that could be dropped in to the next package (maybe subbed in
I think the locked dev journal from Thursday about focusing on what can be changed in the near term is obviously the best path forward; I am assuming this is still the thread to discuss ideas. Personally I think the link from the journal to the ideas of population as a resource, discovering it in the environment, having pop breed in cities, etc is a great idea for adding flavor and depth to the initial phases of the game. DIPLOMACY Focused on what can be
I think that there has been a general agreement that there need to be a better skill / ability system for everything, although the hero specific ones are what I think is most lacking now. There are a couple of really nicely done units that have interesting abilities (Fire Giant and choice of abilities), but overall this is weak. Hopefully as the ability tree content is added, and more items are created and added to loot tables this will broaden out nicely. Spitz</s
I agree with a lot of the thoughts on this thread that the bones of a better magic system are there; given the amount of information we have it seems like: 1) Global mana becomes another resource that you can stockpile. I am assuming there will also be related mana generation buildings, etc. This is also nice strategically, as it allows you to save it up before going in with your casters and laying down multiple turns of chain lightening. 2
For counting purposes, just wanted to add my vote for turning this into an Enable / Disable type of feature. I can agree that this reflects poorly on the level of polish of the game. This should be a boolean logic wrapper and a check box, so we are not asking for a new stat system or anything here...
I would like to see some guidelines on what types of modes could end up being included in the 'standard' distribution of Elemental, instead of being in a bunch of individual threads we have to track and update. Personally if I am going to take time away from my other coding projects to put time into writing quest scripts, would like to know how to potentially get them promoted to "cannon". The best example I have seen is RavenX's skin mods for some of the Fallen races, as I like
I just wanted to state my vote for anyone SD listening / counting. A) 1Dn kind of sucks and should go, as it makes things lame. B) Give us standard RPG stats of chance to hit being seperate from damage, armour being different than magic resistance. Much more interesting game mechanics. You can make the AI do it frogboy! C) Squad behavior: crib shamelessly from MoM for unit figure interaction and to hit role
Hey Raven, I have attempted to get a post going pulling together the thoughts on the Diplomacy tech tree. Also just wanted to say thanks for all the work you have done in the forums to support the community, it does not go unappreciated. [Suggestion] [Gameplay] - Improving Diplomacy Tech Tree https://forums.elementalgame.com/395966
Interesting ideas, I have tried to get a meta thread started on the Diplomacy tree... Shameless post promotion: https://forums.elementalgame.com/395966
Having had a look around the forums, I found a few threads devoted to improving the Diplomacy Tree; I thought I would go ahead and try to create a meta-post for those interested in the topic. NOTE: I have tried to keep these restricted to post-release stuff focused on concrete changes. If you think yours is missing, just reply with a link. Other Possible Diplomatic Techs: This thread has an interesting discussion of other possible techs, including
Here is a link to my Gameplay Idea to enhance the Diplomacy Tech tree by extending the types of units available to recruit https://forums.elementalgame.com/395966 Cheers.
One of the best things I have found in the current version of Elemental is the Diplomacy techs that allow you to recruit fantastic creatures. To me this adds huge levels of depth to the game and a fantasy army looks best with many types of creatures within it. The current selection is interesting, but I think can be expanded to make it both deeper and more fun. Rather than having one tech unlock one type of creature from a resource, I think new tech's should be available t
Gameplay: City Management & Building Ideas By M. Agrippa Posted June 22, 2010 6:53:52 PM I have been playing a lot of Beta 2B, and the city management seems to be playing near the "spam identical cities" chasm. I think this is due to really NEEDING a food resource to make a city work and bec
I have been playing a lot of Beta 2B, and the city management seems to be playing near the "spam identical cities" chasm. I think this is due to really NEEDING a food resource to make a city work and because its Beta and their are not enough options for buildings to make you really have to choose. I think this could be improved by the following: Gardens : limiting the number of gardens per city was a really good idea, it makes food resources more valuable.&
Have been really enjoying the beta, my first post after following the game for ~year, so it shall be long & ranty. Other Peoples Ideas City Management > Adjacency improvements + limited combinational upgrades with chains == YES, differentiates city's and adds strategic level > A Black Market for gold to resource == YES, this means that a cavalry unit of the horseless kingdom is possible while being as rare and imp