Fearzone

Fearzone

Joined Member # 3057882
5 Posts 258 Replies 672 Reputation

DOWNLOAD CURRENT VERSION: http://dl.dropbox.com/u/14389080/Green%20Orcs%200.1.rar **Tested in 1.09e; seems to be working fine in 1.09n** This simple mod does three things: 1. It creates an orc faction. Appearance-wise, it takes Urxen and changes their skin color to green. 2. It replaces standardized Fallen units the Urxen use with orc units. They are: peasant soldiers, pioneers, traders,

33 Replies 126,985 Views

Hum, well, bows play out WAY differently for me with this mod installed, compared to when it is not (when I took it out things returned to normal). Everybody seems to be building archers, and with this mod, a single archer can one or two-shot the elemental giants, making them close to worthless. Actually, it's an interesting balance change that is extreme as it stands, but in more moderate from might help to balance out the summoned units. It's not imba because the uber bows

263 Replies 571,249 Views

For stretegy games, for a tutorial, I set the game to easy, get as far as I can, restart the game when things start going south, and keep trying to do better until I can finish a game. So, your experience was probaby about the same as my first game, but without all the crashes. [e digicons]:meow:[/e] Your research trees are the ones I usually pick and are perfectly fine for winning the game.

16 Replies 14,194 Views
Reply to Orcs and more? in WOM Mods

Tolkien orcs are good only if you are playing the other side and you want to kill a bunch of them, and even then they are nothing special. If you want to play orcs, or orks, then it's Warhammer who got it right, with an honorable mention going to Warcraft.

25 Replies 6,539 Views
Reply to Orcs and more? in WOM Mods

[quote who="Heavenfall" reply="8" id="2813348"]Green orc implies... warhammer. [/quote] Probably wouldn't be too hard to re-skin Urxen to the proper ork green, and the alternative hairstyles that already exist (mohawks, top-knots etc.) would work fine for da boyz. Still though, standard empire buildings are wrong. Where elves had lots of trees to accent their mod, the orkz needs pilez of junk all lyin' around. An then the boyz need humie pitts, I mean human

25 Replies 6,539 Views

It's not as good as Conan the Barbarian or The Lord of the Rings. [e digicons]XD[/e] Not sure I would want it to sound like Harry Potter, but it's not that level of quality either. I don't remember the music from 300, which may be a good thing and may be something that Elemental should aspire to. I'll explain... Here's my opinion, from someone whose clock radio and car radio are both set to the classical music station, and goes to opera se

14 Replies 75,122 Views

Well dang, I always thought it was a leaf. Knowing it's a feather might help me aim better. [e digicons]:bebi:[/e] I hope they make a UI change that highlights the square the feather is pointing to. There have been a lot of times when I thought I was ordering an attack, but then my troop moves three squares out of the way to move behind the target instead. Now, if tactical combat ever stops responding such that you have to hit autoresolve, which happen

7 Replies 8,727 Views

Yuse sayin' dat da big warboss Feerzone runz wit da pretty elf babez wearin' pink g-stringz if allz he gotta do iz eatz a little kabage? Dat ain't no problum cuz Feerzone just chooz on it a lil' biz den spitz it out when hot elf chiks ain't looking den feerzone getz best of ALL da worldz likez killin' da puny humies and takin der gunz and sords and skulls as toyz for me!!!

8 Replies 7,467 Views

Here's the resources nodes from the top of my head that already exist: wood, stone, clay, iron, food (wheat/fruit/honey), gold, crystal, horses/wargs, tech knowledge, magic knowledge, refugees I guess, and then mana could be had from magic crystals in 1.1. Other than coal or some kind of fuel for production, that list seems alright to me. Maybe cotton too, and pastures for dairy, meat, and leather. Thinking aloud, I envision each city having its own resource count for each

278 Replies 548,196 Views

I agree with CrazyHarlequin. Nothing wrong with "Green Thumb." So... you are going to feed your empire by catching deer for 1000s of people? What happens when you run out of deer? Isn't that why people became farmers to begin with, to support larger populations per area? More food through hunting makes zero sense, whereas if you institute improved farming techniques based on your skillful knowledge of gardening, that might well have a diffuse benefit on the

8 Replies 7,467 Views

Maybe possibly have an ideological flow, driven by prestige, where you don't take over cities actually, but make them succumb to your doctrines. Your opponent is still in control, but they suffer nerfs particularly against the ideologically superior civilization. It could be called a "Supremacy" victory, where you choose your doctrine and force everyone else to adopt it. Different doctrines could have different benefits. Building a wonder could help spread your me

30 Replies 23,270 Views

I like it. The disadvantage is, what you suggest still leads to a conquest victory rather than something new--you still conquer a city, but use different means to go about it. Still, it's a conquest victory that depends on influence and prestige rather than military. The civics tree is already pretty competitive with its economics buffs, but this gives it more teeth.

4 Replies 5,303 Views

Military gives you troops straight up. Magic lets you summon giants and elementals. Diplomacy gives you diplomacy units. Adventure spawns wandering monsters--I think more could be done with that. No units for civics though, unless you count spawning random units over taking gold bonuses. I think a more specific city defender has potential. Maybe this: have a Civ tech that let you use units in training to defend cities.

6 Replies 8,027 Views

A civilization victory is a good idea, but constructing a wonder feels too close to casting a Spell of Making. I say a cultural victory, like in Sins. Have cultural influence originate from theaters and spread to other cities through caravans. Either that or an influence victory where if enough of the land is restored (or corrupted), that's a win for the entire faction. Or this: constructing a theater or wonder allows you to produce bards. Bards can ent

30 Replies 23,270 Views

I've tried to do the master quest + Sarog's egg several times, but only managed to do it once. All other times the quest-line just died on me, somewhere along the line. It's worth it though, better than the campaign IMHO, so keep trying until it works.

11 Replies 3,423 Views

So did we get wonderful post because we said enough "positive" things earlier today? I'm halfway through, at 0 A.C. and what I've read so far is Tolkienesque, but with shades of Lovecraft, particularly 15 B.C., but all throughout. I really like the shades of Lovecraft--the portals, the "horrors near unimaginable," throwing around pop-sci references like "extinction-level events," not to mention slag-beasts with tentacle faces from the game--this all distinguishes Elemental nicel

45 Replies 12,768 Views

This is a hard question because Elemental is a better-that-the-sum-of-its-parts kind of game, but... *I like the artistic style, both the character models and landscape look and feel. *I like the idea of city building and linking them together into a network to create a "Sim" fantasy kingdom. While I spend most of the game zoomed out in the cloth map, once in awhile I like to zoom in, tilt the camera angle to nearly horizontal, and fondly regard my creation. W

134 Replies 426,510 Views

I agree, I hope factional variation is something Stardock takes a hard look at, after 1.1 get wrapped up. Now, I play empire and kingdom a little differently. With empire I get darklings then max out gold production to spam darklings--with kingdom I usually level up all five trees simultaneously with minor variances as the game dictates. But within each faction, I don't find the sovereign talents and abilities useful enough to affect how I play. Sure, teching migh go a

4 Replies 4,811 Views

So what if Teleport were in Lord of the Rings? Frodo teleports to Mount Doom, and tosses the ring into the lava. There was a LotR parody on YouTube which was similar except they rode on giant eagles to Mount Doom and had the whole business taken care of in an afternoon. Something that made traveling a little easier without making the game feel broken was Sidhe pathways in King Arthur: TRPWG, the ones on the strategic map. You could research the use of stone circles o

74 Replies 229,262 Views

I have another bug to report, but lucky for you, this time I have a fix. In fact, there's a chance this fix might fix the problem from 0.31. So 0.32 boots up fine, and I saw a lot of its content in a game I was playing tonight, but then I ran into another problem, it wouldn't reload a game from a save or an autosave--even if I saved on the very first turn without making a single move, it would crash immediately. I went through the same drill, and again, the file was "

263 Replies 571,249 Views

Here's what I'd like to see: an XML command to add a unit (like my own modded unit) to a field for a piece of equipment. Interestingly, as many here probably know, the equipment data defines what units can use it. For example, for the goatee "equipment"--only some races in the main game can have a goatee. Likewise only a few can have mohawks. It isn't the races themselves which define what hair styles they can have--it is the

7 Replies 3,963 Views

Thanks for helping out. It doesn't hang... it definitively stops with a window telling you "Elemental: War of Magic has stopped working; Windows is checking for a solution to the problem..." and then right after that it tells you the program has stopped working and gives you no option but to quit. I'll look in the screen folder in mods and delete anything that is there. v0.2 was booting fine, I can't recall though if I played v0.30. EDIT: there is nothing

263 Replies 571,249 Views

[quote who="impinc" reply="15" id="2807513"]EDIT: Are you on the current version of the game? This really shouldn't cause a crash. I just deleted all the ACP files on my machine, downloaded the zip, and unzipped it into mygames/elemental/mods dir, and it worked fine. Can you tell what it's crashing on? Take a look in the debug.err file. [/quote] I re-downloaded it and reinstalled it and same thing. It crashes very early on startup, every time. I'm not faulting you or

263 Replies 571,249 Views