Yeah, this is pretty much it. I can't think of much else except UI and graphical improvements. Actually, putting it that way, it seems so far away now. 1.1 was a small step in the right direction.
Fearzone
The current system is just bizarre behaving one way if the cursor is in the top half of the screen when you rotate the camera, and then behaving a different way (the way I like it) if the cursor is in the lower half of the screen. If you want the masses to like you game, then controls are not the place to start getting creative, but if you do, at least have the option to invert axes, which most games have. And while your at it, might I request the ability to invert the pan axes as well?
Agree with OP. I can say from doing a little modding work that when it come to magic, particle effects are okay and some interesting things can be done, but spell mechanics are very limited. Mostly, they affect unit and city stats (like hit points, strength, food production), and there are a few abilities that move your unit to another square, and then not much other than that. That is what the game engine has to work with right now. For affecting unit damage, there
Anybody saying Frogboy is bad at Elemental because of this, I can only assume you've never been laid.
Just play the free trial and see what you think. Whatever you might have heard, WoW is the best MMO out there, and if you are curious about MMOs, that is probably where you should start. EVE is a bad point of entry unless you have friends already playing.
Looks like the only way to make everybody happy is to have a mob spawn slider in options. I see mobs as good because they give you an opportunity to level up, and having lots of them is fine. But I can sympathize with people who see them has getting in the way and distracting from the main strategy game. Maybe a compromise would be some good loot drops so that they wouldn't be as onerous.
I didn't mean to release it on day where 1.09o followed by 1.09p got released. I was hoping to release it on a quiet day when people didn't have much to do and might give this a try. I would have posted sooner but forums weren't working for me last night. That said, the mod worked okay in 1.09o except it crashed when you charmed a sovereign. That crash has seems to have stopped with 1.09p, and now charming sovereigns is kookier than ever. For some reason, you c
Fearzone's Funspells "Just because you can, doesn't mean you should." Download latest version here: <a href="http://dl.dropbox.com/u/14389080/Fe
I did shift rt-click and selected verify with pre-release versions turned off. It said version 1.09n was installed properly. Moot point now, I already re-installed.
I tried this. Didn't work. I turned off pre-release versions from preferences, clicked "verify" for Elemental, and it said the version 1.09n was installed properly.
Bummer. I'd say try it in 1.09e, which is the latest standard version. Recently Kyro suggested you could change versions without doing a re-install by unchecking beta updates from preferences in Impulse, then shift-right click Elemental in Impulse, and select "Verify" to restore the 1.09e files. I haven't tried it yet myself, but it might save you some time. Anyway the crystal issue has been an ongoing problem so I'm surprised they haven't fixed it better because the campaign is what most peopl
Makes sense, spells icons on the HUD. Even with the spellbook, the picture on the right page adds nothing, and the description can be accomplished with a mouseover, so you can free up the right page to show spell icons. The picture can still be shown if somebody hits a "more info" tab but it doesn't have to always be there everytime we cast a spell in tactical combat.
In the XMLs peasant units are referred to as soldiers, so "militia" would be more the intention than "farmers with clubs."
What's up with salted pork anyway? I thought the restorative properties of flagons of mead had been well established so why is Stardock reinventing the wheel? Anyway all peasants should die in all of the scenarios, and maybe one or two knights die of heat stroke or a heart attack. There should be no surviving peasants, excepts if a surrender or POW system is implemented. In King Arthur you could even torture your prisoners for info. Agree with Black Knight on his comments about morale and r
I'm just glad magical resist is there, even if it is flawed and needs more appropriate use and better balancing. In fact I'd like to see specific elemental resistances, though now the XMLs do not specify what element spells are from. I find myself not liking global mana as much as I hoped--mana should be character specific and if we have to limit things to one fire giant per faction (like with titans) then so be it--but if we are stuck with global mana I support something like essence affecting
/whitemaleguilt Happy (slightly belated) Thanksgiving everybody and thank you to Stardock for sticking with the game.
Shift + Enter disables paragraph spacing. Like this. Oops not working because I'm on my iPhone but it works on my regular keyboard. Well it won't remove paragraph spacing from others posts but it will create a paragraph break without a double space in yours.
Some good suggestions here. I agree the rpg aspects are fun and add spice and keep the early game interesting, and there should be more of it, particularly at the start, not less. By mid-game I'm occupied with conquering empires and my economy is good so adventuring is far less relevant. There is a lot of cool stuff made available late game that isn't really pertainent, because at that point I've already won and am just mopping up the remaining cities of crippled kingdoms for completeness. I
Good question. I'd like to know. I'm working on a spell mod right now in 1.09n but would like to go back to 1.09e at some point to test it on that. I figured I would have to reinstall but would be nice if there were a "reverse patch." I doubt there is, but good idea.
Yes, the reduced stats feel very lean and reduces the opportunity of magic to affect the game. For example: combining combat moves and combat speed into one stat. Maybe that sounds like efficiency, but makes it so that you cannot use magic to freeze an enemy in place without also stopping him from doing any kind of attact or casting a spell. Freezing or slowing an enemy while otherwise they remain functional is a staple of fantasy magic. On the Escap
Yeah I'm hoping there is a beta 1.09o, 1.09p, and 1.09q etc. before we see 1.1.
Looking through the spell files for 1.09n, hardly anything has been added and a whole lot has been taken away.
Yeah, Heavenfall, those goblins look awesome. I was thinking of when you were done to add a summon ability to orcs so that anyone playing orcs could have some goblins in thier army as well, though if the AI was playing orcs it probably wouldn't use that ability so AI armies wouldn't have any. Either that, or maybe make goblins diplomatic units for orcs and just replace darklings. I was thinking of looking into those options.
Make sense to me bro. I've just been playing around with the mods lately, and I bet most other people are chilling out while waiting for 1.1. So, yeah, good idea to check out something else, take a little breather, then hope to see you back with better patches ahead. [e digicons]:')[/e]
I suppose there is only one way to find out. I'm hoping for racial factions the updating won't be too bad. Moded spells and abilities might be another story, we'll see how that goes. Ultimately, deep changes in game mechanics is all good so what update work on mods that will be needed is the price to pay.