I think the main issue with the editors is that they are all a little disjointed though otherwise good. As a result though you can make a tile in the tile editor it doesn't get used or do anything unless you go and edit some behind the scenes XML and assign it to something. I would like to see some more editors, like.... Creature editor Spell editor Special ability editor I doubt I will get much time as me &a
econundrum1
Not sure if this should go in mods or suggestions but here you go; I was hoping that the tag could be put within the tag as this would allow you to grant a summoned unit new abilities as it levelled up. However my experiment shows that if I put them in the level milestones the abilities just don
I don't think it's lat boring, your question is a little loaded. However I think more Elements on the battle field including cover, etc would make it more fun. I would also like to see range figured into bow attacks e.g. your more likly to hit close up if they have no cover. Also I think combat needs more than just direct attack damage spells, I think some tactical summons, more powerful but only last a few turns would help.
I can normally go 200 -300 turns at least without a crash so I consider myself pretty lucky.
[quote who="GaelicVigil" reply="6" id="2770149"] Quoting alborrelli, reply 3 They said it'd go to QA on Tues.. doesn't mean it'll be out Tues. Read the post guys. It's out there to be found out without creating new post. I guess it's Thursday at the earliest. See: https://forums.elementalgame.com/396024 "...I’m just pushing it until the next QA slot which is next Tuesday." ie tomorrow.
I would call a patch every week or occasionally every other week pretty quick actually, as someone who's done other types of software development. They where quicker than that at first but the more major the patch the longer it takes. Remember they do have to code, test and QA these patches and most of them contain fairly large numbers of fix / changes. I think some big changes are needed I'm afraid to make the game work well, a more kingdom based magical system I would say is essential. I wo
At the moment it's kind of an interesting game to tinker with but the balance is bad, and they are planning some big overhauls of several major parts of the game including the magic system. In all honesty buy it now if your willing to essentally try out a beta version and want the first expansion pack free, (which startdock are doing to make it up to people who stick with it through this early version. Or wait a month or too when I'm sure it will be much more polished, balanced and fu
I agree I have some children with 140 essence to start with and they regenerate 1 - 6 points of mana and health a turn depending on the child my soverign feels pathetic by contrast. I think these should not in fact stack but do. However with the changes to the magic system coming up I doubt this will continue to be an issue.
I agree this is a very good idea, after all you can marry your champions so your children should be able too as well, and the possibilites are interesting.
I have to agree I'd like this although I can play with it turned on it just spoils the fun a bit.
I'd be most interested in modding the following; Items Creatures Resources Most of all though I think you need to focus on making the tools all work well together in a more integrated way.. I'd also like some sort of tutorial for the Partical editor...I find it a bit hard to fathom to be honest, though it's probably easy to use once it's been explained.
I agree with the Origional poster, one of the things I've always liked about Stardock is the good community and the degree of involvement the developers have with the community. The game does need patching, stardock have admitted that themselves appoligised, offered to make reparations by giving those who have already bought the game a free expansion and are generally being very open and honest about the problems. I for one still find tinkering with it fun, but there obviously
[quote who="Frogboy" reply="9" id="2672317"]I've seen a bug where mana doesn't regenerate. [/quote] Yes I've had that bug a few times, generally after casting the familiar spell when playing the fallen.
[quote who="StevenAus" reply="32" id="2674853"]I'm curious about this too, with the lighting effects not working in your build, and not all the spells in yet? Plus you've made some gameplay changes that seem to need testing. Best regards, Steven. [/quote] fixing the particle engine is probably pretty trivial actually, after all it has been working fine for some time, someone must have checked in a change too that build that inactivated it
This seems to happen at random times, but always when the games been running a while http://dl.dropbox.com/u/8889140/Elemental0_805-2010-07-08T21-23-56-104.zip
I would have thought all the text will get a proof reading before the release.
Yes I see what you mean it works a bit but is far from perfect, I think it will be rated as compatable by nvidia but with some issues and it's hardly the best show case because of the extreme zoom you are normally at.
Actually I could try myself with the beta at least in red / green 3D :-)
Actually in the 3A beta there are a reasonable variety of creatures, certainly more than in previous betas, of course many are variations on a theme of course e.g. various types of spider, a variety of ogres, wolves of a couple of different types, trolls, darklings, various types of strange crab spider type things and darklings, also skith, various types of creature related to dragons, even a couple of dragons. No undead yet that I've seen. But I think there is already a fair
[quote who="Finneglot" reply="59" id="2517877"] It is hard to apply classic genetics when you are in a world of magic and magical manipulation. Genetics imply in evolution and evolution imply in the complete logical destruction of all pre-made creatures and whatnot. That aside, you also incur in the problem of turning magic into some sort of deus ex machina for medieval biotechnology - "Hey, lemme use this spell to grow a steel skin in this lineage of Skorgs" - and in the backgroun
If fallen are magicly twisted humans in essence, there is no reason they shouldn't be able to cross-breed with men, geneticly they could be rather close. Morphological differences don't necassarily denote genetic incompatability. Look at the variety of dog phenotypes that can be interbreed.
I've seen this too but only with various types of houses that turn automaticly into inns. Also noticed that you can build houses on a square that had an inn you just destroyed, very odd bug.
No crashes at all, actually none with the last Beta either after I rebuilt my machine with windows 7 last week Elemental seems more stable.
On the Subject of Soverign creation I would like to see a flaws system included So we can define weaknesses as well as strengths for the Soverign. I would also like to see cosmetic customisation options and a pose system so that the zoomed out minature version for the cloth map would be posed in a position you like. This sytem could also be used for custom units. I agree picking a faction should not fix any aspect of your soverign other than deciding if they are Fallen or Huma
Yes so you can span a certain number of cities but the more cities you create the weaker your soverign becomes as an individual. If they get it right things should balance so a large empire with a weak caster and a small kingdom who's soverign has horded essence are fairly well matched overall.