[quote who="Philly0381" reply="1" id="3101264"]Of course this is not representative of what today's societies produce as productive individuals................or is it? [/quote] Only the crime is new, scumbags aren't.
Heavenfall
That much was obvious from his first comment in this thread [quote]lol this is a noob point of view[/quote]
[quote] This mod has been merged into the Stormworld mod pack. This topic will not be updated.[/quote] When the first beta was released, I jumped on the idea of modding the rivers to be more varied. It has been an uphill struggle with a lot of hurdles I had to overcome (too many to mention really). Last we
[quote who="CdrRogdan" reply="24" id="3100659"] Quoting Heavenfall, reply 22 When rolling to hit in melee, for the attacker's accuracy and the defender's dodge are compared. The game selects one number between 0 and the stat. Whoever rolls higher wins, which means it lands if it's the attacker, or "dodge" if it's the defender. A unit with multiple units roll several times, once for each member. So a unit with 7 members may hit 3 swings in one attack, and 4 woul
If you don't want to swamp the player with these unit designs, you can add 1 . That makes them AI only, I think.
The modifier is from a piece of equipment. The ability you can find in CoreSpells.xml
Q: Are monsters more, less or equally likely to attack your city if their lair is taken over by the ZoC? A: (answer needed) I do not believe that this is the case. Frogboy has alluded to them being fairly intelligent when it comes to deciding to attack or not. They will never simply wander into your city and start a fight. So, monsters only attack or move against you when th
[quote] Q: Combat mechanics. How do they work? Which values are compared against one another? How are rolls are generated from stats and compared against one another to get hits, misses, clinks and the like? A: (Answer needed)[/quote] This is to the best of my knowledge. When rolling to hit in melee, for the attacker's accuracy and the defender's dodge are compared. The game selects one number between 0 and the stat. Whoever rolls higher wins, whi
See this topic https://forums.elementalgame.com/415301
Now see, that's just straight up a good idea. Although there might be balance issues, it certainly sounds logical.
If anyone has actually found one of these items in the game, please post here. I'm going to stop adding items for now until I can actually see them appear in game.
I also like the cave the best. It has a great feel to it. I disturbed some monsters in a cave, they were REALLY dangerous, so I use "escape". Then the monsters start roaming the lands. Awesome. [e digicons]:thumbsup:[/e] I don't like the Abeix wildland, it's a bit too small. The Asag wildland has a great look to it, also World's End look great.
Yes. In your raceconfig, you can set them up like this [quote] Athica Avalan Tylan Denara Keeran's Hol
Q: What are outposts good for? Can't I just build another city? A: Cities can only be build on tiles with grain, outposts can be built anywhere. Also, you might not want to build a city everywhere. Every extra city splits your faction prestige, which allows cities to grow faster. If you build a lot of cities, they will grow very slow.
Yeah, it's an obvious attempt to pressgang the devs into action ("look how many copies you'll sell if you just add feature X"). Really, the same argument can be made in any request thread - "If you just add spells that affect the environment in your own domain, I would convince 3 friends to buy it because THEY LOVE THAT SHIT, but if it's not in they aren't interested [e digicons] But as Frogboy <a href="https://forums.elementalgame.com/415252/
Uhm... has anyone actually had any of these items DROP? Because I'm not getting any. And boy, if that's actually a modbug, that'd make me feel slightly stupid.
Item 45. Lucky Dice Description: Two dice, one black and one white. They are marked with symbols that resemble a numeric system, but it is impossible to tell which corresponds with which. The black dice has one side without any symbol - that side will never ever come up if the dice are rolled. If that dice is manually placed with that particular side up, the white one will start rolling in its place no matter the distance between the two objects. Whoever has these dice o
You should totally hook up with Seanw3 for his path mod.
It's darklings, trolls and ogres and other such stuff. You can tell by opening the Unit Details of any unit (double-click on world map, or click on portrait in tactical battles) and looking at the "Race" description in the top right corner.
I've heard that argument before, but I don't see it reflected in the lore. For example, the lore page on this site says about kingdoms: "The Kingdoms tend to believe in power of individuals to set their own destinies." and empires: "The Empires believe in the justice of raw strength and strive to increase their power." In-game, we also find empire-only improvements such as sacrificial altars and slave pens.
I do not believe that 1 or 2 are possible. We are only allowed standard operators for calculations: + - / * 3 is possible to create a tech that is uniquely unlocked by the sovereign, but that tech in itself cannot lead to other techs to be learned from the tech tree. However, instead of linking it to the sovereign, you can make a unique tech tree for the faction.
Unfortunately, "environments" (that decide the look of terrain) remain very hardcoded. It is not possible.
[quote who="DrJBHL" reply="3" id="3098039"]Heavenfall... chose black. Will try to darken it. Hope that helped. [/quote] Not sure if serious or trolling. The background is black.
So to sum up, not all prerequisites must be fulfilled for the trait to appear? That's a bummer. I don't know if it helps, but abilitybonusoptions inside the same abilitybonus are by design mutually exclusive
TrUe that. Besides, everything can't be doom and gloom. It gets tiresome killing off everyone involved in every story. I