Once again I have to ask: didn't the OP read any of the reviews? He might have missed Frogboy's recommendation to, at this point, wait for the demo, that I can understand--but if he is savvy enough to pirate games then he is savvy enough to look on Metacritic, at which point he shouldn't have been surprised too much by what he got. While his general premise might have some merit, if he explained it better, his specific complaints are matters of taste.
Fearzone
Sweet, that all looks hot. I have some new skins with tattoos and scars for a few of the figures that I was going to upload soon. EDIT: And here they are... DOWNLOAD Green Orcs Skin Pack 0.1 here: http://dl.dropbox.com/u/14389080/Green%20Orcs%20Skin%20Pack%200.1.zip This mod adds tattood skins
[quote who="cpl_rk" reply="9" id="2818312"]All you need is gold. Check gold every time for every city, it's the best choice. [/quote] This. Money makes the world go 'round. But it would be nice to have an alternative notification to the pop-up system, one that does not obscure the screen, and lets us handle the alerts at our convenience. Yeah, and seventh'd.
I have a request for campaigns since is looks like they are being updated: that that more closely resemble the single player game. That there be city building and resource gathering, research, and AIs would play out as major factions in single player, being allied with the player if need be for the prograssion of the story, but still fully active.
So, why wouldn't that fall under "improved housing"? You can just pretend that sewage is included, and empire cities now smell sweet as can be.
The OP made me laugh. Yes, autosave is your friend in these situations. Hopefully, one day, enemy cities going *poof* when the sovereign dies will be fixed. Otherwise, how hard is it to make a pioneer then build a replacement city?
If Stardock wants to hold a lottery to give away a video card and a few gift certificates, I'm fine with that. if you entered the contest and need a new video card, best of luck to you, I hope you win. But the time for fantasy thinking about what cool stuff Elemental might have was either back in the beta days, or after we reach a more polished state of the game. If you try to mod a spell, right now you are stuck with a pretty narrow range of options, and to get in
Instead of an annoying pop-up maybe we can have an exclamation point over an idle city, that could disappear after a turn if we ignore it. Even better would be different colors of exclamation points indicating which que is empty. The problem with the pop-up is that BOTH queues have to be empty for us to be notified, so maybe there is a large build que, but an empty training que for many turns. Also this pop up is actually BAD for new players as it will encourage th
To bring Elemental on par with similar turn-based strategy fantasy games, there needs to be an ability to summon new units into tactical battles once they started, and also a mechanism to polymorph units.
Why do you have to remove wisdom completely... why can't you just ignore it and keep it invisible to the player? Who knows there might come a reason you want it back. Overall this looks good, but also I wanted to say I'm less than enthused by one more popup slapping me in the face. Between idle cities and caravans I'll barely be able to see the game. Can't we have a different system for these kinds of alerts, like icons off to the side?
I wouldn't mind an auto-resolve system where it actually plays out right in front of you on the tactical map. If something is going haywaire (like the pioneer is leading the charge, for example) you can stop the fight and make and adjustments, but otherwise sit back and eat dinner while the computer handles both sides of the fight. Or there would be the option not to show the fight. There are occasional fights where I look at both sides and my units simply don't have enoug
Okay I like the underlying concept but don't really like the "square" look in the bottom pic and am wondering if the "corners" in the border area can be softened more, if only for an aesthetic effect. The spread of influence needs to look like an organic flow, IMHO, which is betrayed by hugging the lines of the grid too closely.
User generated content is great but it needs to be optional because a lot of user generated content is going to be crap, or at best, rough around the edges. Rating systems would help, where you rate the quest at the end of it, and a threshold setting where you only take quests rated, say, 3/5 stars or above, that would be okay, but doesn't change the fact that it really needs to be optional. I agree with 30 new quests in patch 1.1, maybe 5-10 per adventure level, which woul
It must have been good. [e digicons]k1[/e]
I don't recall anyone complaining about influence calculations. Except for occasional funkiness where lines criss-cross, it seems okay to me as it stands, and I'm not sure what problem this solution is solving. The main issue would be the implementation of influence. It is part of the fluff and one of the more enjoyable graphical elements of the game. It offers some movement and combat bonuses to the "home" team, and the wider the influence more the more resour
On naming children in the lands of Elemental: "My lord, as you see, I have borne for you another son. What shall we name our beautiful boy on this glorious day?" "I was thinking: Arooco." "Um... you gave a lot of thought to that name, my lord?" "No, not really... how about Rimohah." "I think other children would laugh at him." "Okay, then Aharahr?" "No." "Tanayusie?" "No." "Kiahanar." "Ehhh... no." "Enkanoni?" "Where are
[quote who="FatNonFree" reply="14" id="2817784"] I would also like for their leader to start off with berserk spell. [/quote] http://dl.dropbox.com/u/14389080/LevelOneBeserk.zip This mod creates a free spellbook you can select during character creation, which gives you the beserk ability from the first turn of the game. Unzip this into your Elemental mods folder, then select the spellbook "
[quote who="Phylast57" reply="21" id="2818402"]Ah--no. Duh thanks. it works! [/quote] Thanks for pointing that out. I've clarified the directions.
[quote who="FatNonFree" reply="14" id="2817784"] This is a nice start how do we improve on this? For example how do we get their faces to look like Fearzone's avatar? I would also like for their leader to start off with berserk spell. [/quote] As far as my wonderful Big Mek avatar goes, that would involve changing modeltypes, skeletontype, and skintextures, so you are talking an involved project there. I don't even think it is feasible to slap an ogre head on a h
There seems to be a system like this for monster spawning too. Also for clothing, faces, and hair, in a sense "spawning" on units like observers, foward scouts, etc that are randomly generated.
Gotta say I like what I'm hearing.
That makes total sense. [e digicons]:yes:[/e] Cha-ching!
Thanks Heavenfall. I added it there. I don't know, I always though orcs characterized the id or an unbridled passion for violence. Anal is more superego.
[quote who="FatNonFree" reply="2" id="2816617"]Amazing, how did you do it? As you know I've been trying to do this. I got a DX error in 4 turns. [/quote] What I did was take a mod that already exists and pare it to my needs (*cough cough* community elf project). I looked at the undead mod too for some things. I would have never been able to do it without those. Since I was doing my editing with notepad I think the xml files are pretty readable if you want
UPDATES: 11/20/10: The current version and tattoos seem to be working fine in version 1.09n. The only hitch is that the main sovereigns, Ur'zaya and Uu'rohk, start off with fire, water, and earth spellbooks, which may be out of balance as starting spellbooks, and usually you won't have enough intelligence to cast the spells for a few levels anyway (fireball and flame dart take around an int of 20).