Yeah, you're right. Would be used as a free Imbue, I'm assuming. Also you can use something like: Resource Mana 20.0 0 </Gam
LightofAbraxas
My impression that the "streamlining" of Civ5 was not a Schafer-level decision, but a deliberate attempt by more senior members to appeal to a wider audience. Didn't he also work on Civ4?
[quote who="Lord Xia" reply="54" id="2859796"]Wow, I have to admit, Brad wasn't shitting us when he said he was dedicated to making Elemental a great game and franchise. Who the hell else would put together an all-star team to work on a game that has already been released and trashed by critics? Pretty impressive Brad. [/quote] What he said!
Nothing but a couple files in the mod folder... which is why I thought it strange enough to post about. After giving the spell a new internal name, it stopped doing it. I'm guessing that having identical InternalNames for 2 things caused it.
Err.. that's "CharmTarget", not Dominate. Oops. *Editing original post.* *Edit* Fixed. I think it was related to identical spell and ability InternalNames.
Yeah, the use of resources in tactical combat seems fine, I agree, it seems just to be a display problem. I'm not sure that it's the global tag, because both mana and gold, for example are global resources. I tried switching the tag to make it a non-stored resource, too... it didn't fix the problem and broke the spell. I had thought that it might just clear the resource at the end of a season, but it cleared it instantly. So... *shrug* I guess we're SOL on this one
...it seems to make the game re-compile its binary file upon each load. Very strange. It's a nice mechanic, but I don't think that the extra couple minutes spent waiting each time you launch the game is worth it. I wonder if this is the reason that it was left out of v1.1...
*Updated: the mod now has 30+ brand new spells and 20ish rescaled vanilla spells* Done: Testing. It's been a little painful to discover the ways in which the engine is currently limited, and I've had to adapt as best I could. While there are a few more spells I plan on adding, I think this is about as much as I could come up with, given the current xml functions. Still to do: Finishing custom particle effects. Assigning new books to canon sovereigns. <
Yeah, that's what I was afraid of. I had been able to produce the actual resource through a tactical spell, as it was displayed after combat ended, so I thought that there may have been a workaround. Anyway, thanks for the reply.
I feel like I need to throw in my 2 cents here, even though it sounds like I'm in the minority, but I really like playing an immortal leader of a nation. I get attached to the guy I've created, and likely would end the game when he died, anyway. *ducks and covers*
Has anyone had any success in doing this? I created a custom resource that I'd like to be displayed alongside available mana in the tactical combat screen, but I haven't been able to get it to work through the Type tag. Any thoughts?
This: Why not attach strength requirements to armor and high level weapons and make magic scale much better with Intelligence? That way, you'd have an actual trade-off when leveling up your Sov and champions without having to go to anything like a class-based system. I really liked this idea, but it has at least one problem that I can see, and that is the training of "normal" units. They obviously wouldn't meet the requirements for high-level armors. And then I had an epiphany
After thinking for a minute about it, it's really not funny that you're having problems with the game. If I had any helpful advice for you thezerg, I'd give it to you. My guess is that your integrated chipset might not be able to handle the game. I know, Elemental doesn't seem like it would be GPU intensive, but it is, for some reason. My only suggestions are... 1) Update your GPU drivers 2) Try the game on cloth map only mode 3) Also, if there is an OOM issue, that
I found the problem. This: [removed] You're welcome! [e digicons]:grin:[/e]
You're right. Stealing their games is obviously the solution.
AMD Turion Dual Core 2.1 GHz ATI Radeon Mobility HD 3200- 512 dedicated, 2 GB shared 4 GB RAM Windows Vista Home Premium 64bit Now, that's not really a workhorse laptop, but seriously, I can run games that are much much more graphically intensive than Elemental with no problems at all. I understand that it's a new engine and all, so hopefully performance will increase in the future... But, my performance has actually decreased from 1.09 to 1.1.
Well, you're in luck. The CEO has released a new EXE with a much improved AI. I haven't tried it, myself, but it's much much better from everything I've heard. https://forums.elementalgame.com/403035/page/5 Enjoy!
Yeah, I don't think that you can reference the caster's level inside the calculate tag. It seems silly, I know.
[quote]I'd just like to chime in that while the general AI is important, the risk when you start making general spell and building priorities is that the unique nature of each of the factions risks being lost.[/quote] Not that I disagree with your point, but you're assuming that factions have a unique nature to begin with. They don't. Hopefully this will be addressed in the future.
A Penguins win over the Capitals. God, I hate Alex Ovechkin.
So, I was thinking of ways to help differentiate casters from noncasters, because I am just averse to my Sovereign not having any reason not to wear full plate and wield huge weapons, and I had an idea. Why not attach strength requirements to armor and high level weapons and make magic scale much better with Intelligence? That way, you'd have an actual trade-off when leveling up your Sov and champions without having to go to anything like a class-based system. I really liked t
Yeah, Heavenfall's been nice enough to let me use some of the models from his Expanded Factions mod. This should help fill out the Ether group and should work for the illusory units you mentioned. I got your PM, but I'm not quite to the point to where I'm able to mess around with the custom unit stats. Soon, hopefully.
Yeah, it's a feature. It's easy to change, though, if you want the sovereigns to have Int requirements.
Also, it's just a thought, but it would be helpful to know the general form of the AI code. Not saying that you need to post the actual API (I know that it's a trade secret), but I know that I, for one, can't comment on this post intelligently because I don't know if you are using just plain equations to relate certain game variables to others, or using error corrections, or logic trees, or have any idea how the pattern recognition that you mention is coded and/or related to the other AI
[quote]Who do you really think is sovereign?[/quote] Hahaha, very good.