[quote who="James009D" reply="4" id="2750552"] Quoting Heavenfall, reply 1I don't believe there's a way to alter that, beyond adding sovereign abilities. Ohhh, your on to something here. Gotta look at that code Edit: Was testing adding that ability in as a sovereign trait, didn't work [/quote] Its not a sovereign ability, but a faction ability. When I have been play testing, I have been quickly hitting "next" in the game set
strawbdragon
Ahh thanks, that's a useful work around.
So starting gold game be changed in ElementalDefs.xml, but does anyone know where starting materials and metal can be changed?
If I wanted to create a improvement that converts one type of resource into another (ie alchemists hut that turns 10 metal into one crystal), I can set the resource production to a negative figure to represent resource consumption (ie -10 metal, +1 crystal per turn). However when the resource reaches zero, it continues into negative figures, eventually ending up with -100 metal, whilst the crystal still goes up. I suspect the answer to this is that is not doable yet, but is there any
"Follow the rising sun for three days, and ye shall find the tomb of Thezanderbar!" croaked the old hermit, pointing eastward. And so, the champions gathered together their belongings and ventured forth north east, then south east, then north east again, then south east for a bit, and then they went north east again for a while....
[quote who="Soulfire777" reply="29" id="2733671"]I admit I am somewhat "disappointed" in the game's current state, but I have faith in Stardock that in 30-90 days this game will be SPECTACULAR. I have enough faith in Stardock that I would not accept a refund even if they offered me one - I'm content to wait for the game I know Elemental will become. I pre-ordered becaue I wanted to support Stardock while they developed the game, so I really don't mind w
I agree with virtually everything said here. I was going to play a little more before commenting on the game, but you more or less summarise everything that I am not enjoying about Elemental right now. For me, the comment on the weakness of champions highlights my biggest gripe. What makes this game different from other TBS games is the heroes. I really really want to play it like a strategy/RPG hybrid, leveling up my heroes so they become unstoppable, but this game is simply not bala
More than any other mod, this should be made! I will have a crack at some models once we know a bit more about the requirements for graphic assets.
I would suggest that one thing that would help is simply not to call the most basic unit a "peasant" because then people ask..."How can one peasant hold 30 peasants captive?". If you call him a "thug" or something, then at least it makes some sense that he might be able to intimidate some peace loving towns folk into doing his bidding. You could argue that whether or not a city is conquerable by a guy with a pointy stick is possibly as much to do with alliegance to a so
I think i would prefer not to have a deployment phase. Sounds like it would add too much time to run of the mill battles. Better to be able to predesignate which rank you want each unit to be placed in before battle for simplicity, in my opinion.
Quick and rough Westeros map http://dl.dropbox.com/u/5838104/Westeros.xml
[quote who="Archonsod" reply="5" id="2705303"] Because it seems than there are only two races, or even only the one: human and fallen human.... [/quote] "Human" is only a race in a certain type of fantasy fiction. Elsewhere it refers to different phenotypes , or possibly cultures, within human. This is what it means in Elemental. I think elemental uses humans only because the fantasy
Here's a quick Westeros map I knocked up in around an hour or so. After some fiddling I realised the + and - keys were working for me, which sped things up no end. http://dl.dropbox.com/u/5838104/ElementalMap_1281001496.png http://dl.dropbox.com/u/5838104/Westeros.xml A few comments - The maximum zoom level does not allow me
[quote who="Frogboy" reply="5" id="2705323"] We're big fans of the George R. R. Martin books (fantasy, all men) and it definitely influenced our work. [/quote] I thought Tarth was too much of a coincidence. All my soveriegns will be named Brienne from now on.
I like the idea of the Sovereign being tied to land, and I agree it doesn't feel much like that at the moment. The way I would probably do it is:- -Take out Old Growth Forest, Fertile Land, Orchard tiles. They seem a little forced to me (why does my kingdom only have two farms? why can't I harvest wood from just any forest?) -Make the area of Greenness that your Kingdom creates represent fertile areas. You can build a limited amount of farms/lumber mills as city upgrad
[quote who="Publius of NV" reply="3" id="2704280"]In other reports of bad starting locations the developers have asked for the debug.err to be provided, so that they can see the random seed used for map generation.[/quote] Will note that in future. How does one get a debug.err if the game doesn't crash?
Started off in the middle of a forest with no nearby resources. Seems like the trees were favoured over my fertile land.... http://dl.dropbox.com/u/5838104/badstart.jpg <a href="http://dl.dropbox.com/u/5838104/bad
[quote quoting="post"] 2. Map editor: Terrain Tools. Using right click to put land is unintuitive. It's actually awkward because you can't drag and paint a lot of the area with your land. It looks like you have to click, click, click and click again. Really painful. Where do you change the size of the brush? Where do you change the shape of the brush? Click is also not very fast to respond. So it's too slow to be enjoyable. Map-making alone in civ or wesnoth is fun. It should be in Eleme
One major point area that needs work in Elemental is the quests. I think most people agree that this is one area that needs greater variety and involvement in order to be the game Elemental ought to be. At the moment most quests are either fetch and carry or pest removal, the basic standards of any RPG, and don't really pull the player in the same way as warfare or diplomacy does in this game. So as someone who enjoys thinking about this kind of
I agree. Also, when the city a city levels up and the city specialisation window pops up, you can't see your resources as the city may not be currently selected, and the window covers most of the screen. Therefore I can never remember is Fhkekalsian is my Tech or Gold producing city.
Game crashes when I try to load a game from the main menu, whilst still playing a game -for example if i want to reload the autosave to have another go at a tactical battle without quitting first. http://dl.dropbox.com/u/1633505/gronk/Elemental0_98-2010-07-31T10-47-58-393.zip
Hi there! Elemental is really starting to take shape. The improved AI seems to have made a real difference...i now feel challenge and therefore I feel like I am playing a game. Here's some quick thoughts on the game after playing the new beta Civilisation - The resource system works very well in my opinion. My main suggestion at this point would be to include some upgrades that can increase the growth rate or influence of the town significantly, but for high costs. At t
I had this problem. I had to defend a city, but failed in the tactical battle. I reloaded, and tried again, but after a few turns, it was clear I was going to lose. I clicked autoresolve in frustration, and lo and behold I had won. There was no reasonable way I could have won this battle, no matter how many times I played through, yet autoresolve saved the day. Seems to be two problems - firsly, autoresolve calculates combat very differently, and secondly it doesn't take into account casualti