If you're on 1.2B you're on the beta version of the game. In that case, check out https://forums.elementalgame.com/409558 If you're on 1.2A, I can't help you. Edit: you could try mailing [email protected]
Heavenfall
Here's some mod feedback on the event system. I really think it would be a lot better off if we could use numbers with decimal points in the tag. If I do 10 new events, and give them a 1 triggerchance, well... that's almost 10% chance of an event happening every turn! If I do 100 new events, you are very likely to see one happen each turn. So, without being able to use decimal numbers in the field, we are extremely limited in the amount of events we can i
From irc, a chat with the guy that programmed the back-end for quests highlights: when tile-quests are spawned they compete for the spawn with other quests with the same quest tile through triggerchance events use posttriggerchance, which is a random roll each turn from 0-100 each turn if the trigger is fulfilled. Posttriggerchance only accepts real numbers, so we can't use 0.0001 only 1-100. I tested if events also use triggerchance and they do,
Are people seeing a massive reduction in world resources? I sort of am. A medium map will have only 2-4 world resources I can build on now.
Make sure you un-select "show pre-release versions", then shift+rightclick elemental and select Verify Installation.
[quote who="DsRaider" reply="10" id="2950471"]Look at the OP to see what I mean about Events having a different flavor than quests.[/quote] I thought you were talking about the internal structure, ie you wanted a non-quest system for events. My bad. Edit: I agree with crystlshake, something that allowed us to link an event trigger to a particular city would be very handy. However, that would also require some better UI interaction. For example, you'd want to include the na
For the next version, I'm going to move over the pets in the submod to sort of quests/events. That will allow for pets to accrue experience in a better way, they start out young, are then replaced by a stronger version and then finally the strongest version. The player can also choose, at that time, to turn the pet into a mount instead, which will have unique characteristics.
Afaik, that error only appears if you play the beta version and for some reason fail to contact the impulse servers. Try adding /LOCALDATAONLY to an elemental shortcut.
First, are you saying the game stalls on the load screen? Keep in mind when you change core files, all the load files need to be re-read and compiled into a data.zip. This can take minutes, even on very modern computers. If this is what you are seeing, you simply need to wait out the load until you get to the main menu. Second, if nothing else works, you can shift+rightclick elemental in impulse and select verify installation. That will restore all the files to factory format. <p
Welcome back, and keep in mind many new bugs were introduced in the beta version you're playing (and be sure to report them!).
I'm not sure what you mean by that, to "differentiate between events and quests". An event is an automatically triggered quest, really. Obviously there's a lot of room to make it more interesting in various ways.
I posted in another topic a mine from elemental.exe showing us the possible triggers for events, thought I'd say a few things about them here. Functional triggertypes CityPopulation - the only one used in vanilla. Reads all your cities and if it finds a city with equal or above population, it can trigger the event. This does not have to be the capital city. [quo
Technically, I suppose we don't really have to trick anyone into selecting yes or no by mistake. We could just name all the events the same thing, give them the same text. "An event is occurring. Are you interested?". Then we make sure events are worth the effort. Edit: then again, this means we miss a great opportunity to present information to the user. That, or just disable the no-button in the dxpack file. Edit: Like this: http://i.imgur.
Changing of terrain, changing of environment, goodiehuts, world resources, finding items and returning them places, heroes joining you like damsel in distress quests, non-heroes as well. Check out https://forums.elementalgame.com/396539 for more, I'm really new at this stuff, I only looked at the quest system for the first time when 1.2b was released.
I will say, regarding the "lore", that the game already limits non-champions from being able to trigger notable locations and quests. So obviously there's some unique thing about champions in the game, even though it may not be retold to the user very well. [quote]The drawbacks of not investing in your army, or in technology, or magic, or in your cities are obvious. What would the drawbacks of not investing in heroes be?[/quote] Great question. I would say from a min/
http://pastebin.com/raw.php?i=A10rAqxZ (the only bug I can detect, besides the shitty texts, is that if a non-champion unit kills the dragon THEY get the reward and those units can no longer trade. I'll have to think of a work-around, maybe create another goodiehut with the actual reward. Actually, what I'm thinking is to create a "mod" that simply removes the "no thank you" button from the UI. Unless SD heeds our begging, o
A mine in elemental.exe finds the other triggers SpellResearched.TechnologyResearched....ImprovementBuilt....UnitLevel...TotalPopulation.CityPopulation.. but who knows which ones are hooked up. The only thing preventing us from making the quests you listed is the ability to put durations on modifiers (and quests). And, of course, the current idea that events should be ignorable at the click of a button. I'm working on a profile for a quest and it does the following
I dunno... while I do agree that champions need some way to be "crucial" to adventures taking place, I'm not sure this is a good way to do it. First, what's stopping a unit of 4 men entering a ruin, where 8 champions can enter without a problem? Fear? Magic? Or are they simply useless at navigating the ruins? Those are weak reasons. Second, you'll most likely end up fighting enemy "army" units anyway inside. For example what Edwin99 talked about in example nr 2, 3
After a lot more playing, I have to say I am digging the new, much slower pace of the game. You can't race to the top of tree X in 100 turns anymore. For whatever reason, this seems like it gives the AI an easier time to keep up. It makes the game feel a lot more strategic and less "get that one thing then steamroll the entire map". It is definitely a major shift in how the game plays, and I think many will argue that it shouldn't be changed like that, but I absolutely like it. It mak
Yes, exactly. Events, in my opinion, would benefit from being "this shit just happened, deal with it" and not just timed quest pop-ups that you can choose to ignore anyway. It's just a suggestion. It would help make the world a lot more living and therefore interesting. Just to be clear, I wouldn't mind using the quest system to produce events! It's very powerful. I don't want a completely new event system, just an option to not allow the user to ignore an event.
Either this, or items and unitstats that makes sense for a game without simultaneous strikes. But really, I think that would take too much development time to be in 1.3. What's needed now is to bring the game back to not having every single unit be a glass cannon, and ranged weapons not be the supreme weapon of total annihilation.
Kaesho, make sure you select "Show Pre-release versions" in the menu that comes up when you click the blue button, top left. If you still see nothing, press F5. Edit: Just to be clear, I'm talking about Impulse.
[quote who="Frogboy" reply="5" id="2949623"] Quests don't require a Y/N. [/quote] I don't understand, every quest in the game I can either accept or deny.
I just straight up DO NOT GET the hit point reduction. It seems completely illogical. Tactical combat should last longer, not shorter, especially considering how easy it is to cheese the AI in tactical. What's the point in having 8 men with 45 health get taken down in a single turn by an enemy 8-man squad with 80 attack? And that's just using bloody boar spears. http://i.imgur.com/jo0fl.png and that's in a city! T
Just about everyone will be asking that when the day is due, I fear. In fact, given the military's spending on equipment, isn't it likely that that's where we will see it first? Expensive drones are already used in tactical scenarios. AND there's a legitimate "reason" to spend millions of dollars on the toys - you're not against THE TROOPS are you? AMERICAN LIVES ARE AT STAKE. Meanwhile, on the homefront, insurances will fail to cover such extravagances and ironica