[quote who="Novaburst" reply="71" id="2768863"]A tutorial on DesktopX and how it relates to the Elemental UI, with specific examples from Elemental including a list of what we can currently edit in the UI, would be greatly appreciated. Thanks in advance. [/quote] This would really go a long way toward assisting the mod community. You probably have an archive full of tutorials on this so just post an old one and edit for EWoM flavor. [e digicons]:-"[/e] &n
seanw3
As to Novaburst, I think it would be pretty easy to use this: Don't allow the nobleman to arrive unescorted. The nobleman's father is furious that you allowed him to make the journey home without an escort and refuses to give any reward. Failure</Cla
Could you show me your xml. Maybe I can help. For one, I think the RevealTarget is simple function to show the goodie hut on the map and have it be revealed as if it were a part of your territory.
How can we make a wizard tower that can sell spells and give quests. I was thinking it could work as each spell or item being a quest that you can accept or decline depending on whether you want the thing the wizard is selling. I run into a problem when selecting a specific spell to buy (how could we choose since everything in the game currently only has a one quest per building feature). I also thought about copying the merchant function from a city but attaching it to a wizard tower
I am working on questing and I am having trouble with exactly what kinds of things I can do. I would like some examples of one quest affecting another much later in the game. My current workup is a hero that you save. If he is still alive in a later quest and in your party, he should be a usuable value to affect the outcome of the quest right? Would I use the same xml you used for the prince escort quest or is there another way to do it. I must admit I do not fully understand what this f
I think it can at that.
Has anyone taken peek at the Gfx pics. There are some really good ones in there I will be using for quest pics.
I have not done it, but it is already designed so that you can require gold, materials, techs, mana, improvements, or whathaveyou as a prereq. Can you post your attempt?
I have been working on a line of level 1-10 quests that focus on a Cirlcle of very powerful and evil beings, hell bent on returning the realm to its former, rampant evil, state. I want to do a lot of things with the questing system, but I am unsure of its capabilities. Right now I am thinking about making one quest remeber a choice I made in a previous one. Example: If "Choice0" allows me to gain a hero to fight for my cause, can the next quest or thirty quests later remember that he
With global mana I would really like to see some specialization on the caster side. We have a leveling mechanic and theoetically anything can be added. I think adding proficiencies towards either elements or books would be an inteligent move for the core game. It could be as simple as giving a proficiency point every five levels that could be spent on different ways of making the caster more powerful. Since the Sov tends to level faster than others, Sovs would still be the most powerful users
The summon guardian ability is a brilliant feature and idea. It forces a strategic trade off between an awesome unit and long term economic goals. There needs to be options like this: Draft Militia- Takes able bodied men to fight without training. Uses low weapon but takes no time to build. Forge Weapon- Uses no resources to have a random magical weapon made in honor of the Sovereign. Receive Heirloom- A villager gifts to you an ancient magical item to protect you
Another solution would be to add a parameter to the section of the quest data. I think Heroic adventures or Sovereign only adventures would really open up the kinds of stories we could tell in a given quest. We would still be able to use full army encounters, but the quest creator would be able to define the situation.
I can't wait to see the new magic system. It's like buying a Wii when you already have and love the gamecube. But the Wii is free and comes out a week later. The Wii sucked but I will wait to equate this to that until I see the new system. I am optimistic about it being awesome despite how much I like the current sytem.
I think a mana regen ability would be a nice ring or staff attribute. This will all change on Tue so it is a little bit moot.
I like the cut of your blade.
This is a great way to make heroes specifically important for questing. It makes warfare less overpowered. Fact.
It coud be easily fixed.
Shhhhhh! Don't tell the devs about children getting up to +4 mana per round in combat. Lets keep this our little secret.
" 2.2.4 City size does not matter: In the rule book, they said that you should be scared of a player that controls a metropolis. If you think about it, is there really something to be scared about?" Yes. Larger cities train units 50% faster than small ones. Influence is decided by population, which means a larger city has economic, technological, and magical power. I agree that there should be more advantages though. It should also
" 2.2.2 If you have no gold mine you are screwed" This one is solved by attacking creatures which gives you cash. Essentially when you start you need to scout for gold. If you find none you should use the resources you do have to either tech up to palace and other civic economy techs, or start killing for money. It is one of the best strategic aspects of the game.
" 2.2.1 Ressources are too important, it breaks the game: Resources are the only income in the game (except a few basic buildings that gives 1 income). Which means that if there is an area with no special resources, there is no interest to actually build there. You could consider this area dead. So it means that not all the land will be colonized. So the strategy of the game right now is really focused on controlling spe
I can't help you there but try posting this as a new thread in the mods section or in support if mods doesn't help.
I would love to have that kind of magic battles though... I spawned a sea monster to entangle you! I turned into a dragon and ate you!
It would be hilarious if we could just choose from 1DN, X+YDN and whatever that interesting system Larienna came up with at the new game screen. Maybe even agree before a multiplayer game. If we could choose via impulse things would just be a little too crazy I think.