I don't think it should be out actually though I'm sure it will be so as not to offend anyone, but historicly IRL several cultures have inbred their noble bloodlines, particularly where the bloodline itself is thought to be special. A reason for inbreeding might for example be to try and breed more channelers this being a rare trait, similar to the plot of the witching hour in a way. A culture that considers it's ruler divine might also want to keep their bloodline as pure as possible
econundrum1
I favour a global mana pool heavily. Why because you have to budget with it them, you have to think to yourself how much mana should I commit in this battle and how will that weaken me until I rebuild my supply. But of course it needs balancing appropriatley how much mana can a Kingdom store, how much does it regenerate in a turn, there should be way to enhance both of these and of course spells all need rebalancing. And why spending all your mana in a single battle wi
I'll try and give it another try later tonight if I get a chance I'm sure my level 3 adjustment did work though.
It may be because I think you said you manually installed it probably is windows 7 security which can block writting to certain folders if the user you installed it as doesn't have permissions.
Yes I noticed the Ice lord and familiar make no sense also the empires "demonic spy" kicks A and is way to powerful for the level you can summon him at 10 points of unblockable damage to every enemy on the battle field he can wipe out a dozen spiders in one turn. Hopefully in 1.08 they have fixed some of these and rebalanced them.
Well yes it's pretty much how the royal famillies of europe did it for centuries as someone already posted so it's just art mimicing life. And egyption pharohs often married their sister to keep their blood line pure...they where considered living gods after all.
[quote who="mbaron888" reply="4" id="2774071"] Quoting alborrelli, reply 2 When you "create sovereign" it saves it for use in all future games. Did you even try heh? I did in fact click the save button. Then it moves on to the civilization select screen and then on to the new game. But if I go back to start a new game, I don't see my custom sovereign as a selection in the sovereign list. I think it might be something to do with my Windows 7
I have absolutley no problem with a campaign, it's just not what I bought the game for I wanted a single player sandbox game. So naturally I would rather they focused on that than campaign and multiplayer. Other people though have other priorities like yourself and I can respect that. If I want an indepth campagin I'll play dragon age (which I did for a while and enjoyed), but it's not what I'm after from elemental.
As far as keeping crystals is concerned I don't have an issue with it but it just seems redundant once mana becomes a global resource. I disagree with upkeep costs for magicly mutated units or forged weapons, the costs of creation should just be high enough to reflect a perminant effect. You would always have at least one magic user in a kingdom your soverign. I think you miss understand me such units would be very mana instensive to build and require a high tech level in the
yes it automaticly saved and available for future games once you created a soverign. But there is also a save button you can click on the designer screen.
With mana being changed to a global resource for your Kingdom rather than a per unit resource I see this as creating a new opportunity for unit customisation. Certain Magical techs could unlock direct unit modifications that would cost mana as a resource and grant special abilities sometimes with an associated visual effect on the unit. These modifications could be on armour (rock like skin), Weapons (claws), Other (Regeneration). The point is that as Mana is now a kingdom resou
[quote who="Jandurin" reply="99" id="2772924"]Unique racial tech trees. Christ that would be an undertaking. [/quote] They already did it in one of the expansions for GC2, and from what I've seen the XML already allows it.
[quote who="StarReaper" reply="48" id="2772227"]Hey having your company work on a non profitable product warms everyones hearts, but we want you to make money. The game has gotten better and more stable with each patch. You are going to get a stable game, and a game that you want to play. Already the game is pretty addicting. Adding to it will only make it better. Stable addicting games sell. There is no reason elemental sales would tick up a bit and stay stable long term. [/q
Ok I'm not really talking for Stardock here but from what I remember the AI will be able to use modded content as long as it's properly setup.
Great Brad, why your here and slightly unrelated can you list the damage types for units, I've been modding weapons also could I use the unit lifesteal there and how exactly does it work.
Ok I've found the answer I can still use a custom texture.
Having looked in CoreWeapons.xml and looked at the texture map it looks like all weapons of a certain type share a texture map and just use different UV co-ordinates. This is all well and good but it looks like the texture maps might be hardcoded e.g. the weapon description gives only the mesh and icon file names. Is it hardcoded or can I define a custom texture map based on a copy of the basic one so it doesn't change existing weapons?
Yes you could just change the tech trees so they just provided improvements that could build a certain type of unit, design those units assign them to the building and set the flag on them as Terraziel describes. I mean if you are doing a total conversion anyway.
Levelmilestones did appear to work, that is I added a con adjustment at level 3 that appeared to take effect....I think. But I think they only adjust the stats by a set amount when you reach that level not by a fraction during the inbetween levels.
You know it can be modified right look in the StardockGames\Elemental\data\English folder for WorldNameRuleset.xml. Although it's possible these rules only apply to the actual world naming they might also cover characters. Seems mostly probablistic.
The only problem with CIV 5 is it will just be another Civ, the video doesn't make it look appealing to me. No even in it's somewhat poor current state I'd rather play Elemental.
Number 3 would be the most likley outcome in most development cycles. Lets just hope number 2 can be avoided. Number 1 would be great though of course. So probably out Thursday e.g. normal patch day.
Actually those tiles can also be used for city improvements and if you have gimp or paint.net with the right plugins you can also create your own textures. The thing is you can do pretty much everything you describe if your willing to edit the XML files and can use one of the good free art programs out there. P.S. If you look under Workshop in the menu there is a Faction editor already.
Ok my thoughts on this: Firstly I like the idea of a kingdom/Empire mana pool but it does have wide ranging implications, I also like the idea of replacing enchantment slots with maintenance cost, easier to manage I think and all round more sensible. So what do I see as the implications; How will they handle imbue spells and how will the balance work under the new system. <p style="margin-bot
llow units to gain abilities as they level up rather than just have all special abilities from the start and only gain stats as they level up which seems to be what the current XML allow. This would be a far better way to let units gain in power as they level up without making them too powerful at first. Oh and I agree the game should tell you what effect a unit levelling up has, currently for most unit