I seem to recall forcibly moving a target could cause it to lose its remaining AP, you may want to play around some with that.
Heavenfall
Hello, I would like to request a "minimal" unit scale in video options. It should be about the size of pedestrians in cities, for example: http://i.imgur.com/OwUWR.jpg I can reach that scale when I zoom in max and use "proportional" and "scale units when zooming", however I would like them to look like that all the time even with "scale units when zooming" turned off.
http://i.imgur.com/PyOrl.jpg this is how I imagine a magic item, in this case granting resistance. Note how the new unitstats aren't present to the left - nor are they when you open the hiergamemon on a character. The user will have to keep track of bonuses and resistances himself. The champions will have their native bonuses listed in their history. It's strictly speaking not how I wanted it, but the UI doesn't support showing mo
Hello all, I'm looking for some data files from before Elemental was released, ie the pre-release beta that some of us participated in. There were certain tags in use back then that I want to use for a mod, but I need to see how it was put into action. Note that I'm not talking about the "gold" version that received a release-day patch, I need even earlier than that. If you have a pre-release beta client still intact, please contact me (send PM or mail to <a href="mail
I thought it would be cool if shards weren't the only 'source' of spells, so I tried playing around a bit with the spellbook mechanics and - success! Shards will grant you access to research all the spells of an element, but champions (and lost spellbooks in goodiehuts!) can also teach you specific spells instantly. And even better, I managed to do it in such a way that it is perfectly handled by the UI (you will only see one spell, instead of two different spells that are
Nope, no random chances, not possible to deliver one effect to target and one to caster.
I'm also thinking about adding a mechanic where the 4 elemental spell books are unlocked when you control a shard of the right colour. That means you can't research, or cast, spells of these elements until you've controlled that shard (with a building) at least once. Champions (rare/high-level) would maybe also grant access to a certain spellbook. Some spells will also be unusable without currently controlling a certain shard. Some spells require more than one type of shar
The problem with that is that I can't dynamically change the mana cost. Also, the AI wouldn't be able to use it effectively. Edit: I'll experiment some, it may be possible.
There's no such scripting at even remotely deep enough level in the code to do something like that. And there won't be for FE either, unfortunately.
Unfortunately, that's the sort of thing that is beyond the reach of modding at the moment. The option is to present the user with several copies of the same spell, but that would clutter the UI and it wouldn't make sense to have to research each "power" of the spell separately.
I also hope to tie these into events in 1.3, for example an event might occur that boosts all fire damage but reduces all water damage. But we have to see how events are structured for that.
I'm thinking about giving a go at the magic of E:wom, as that seems to be one of the static areas in the coming patches. I would be very glad if people could read through this and give feedback, both on the mechanics and the 'fun' of such a system. There is a tl;dr at the end. -Spells deal damage and cause effects according to the caster's intelligence, and occasionally attack rating (melee magic). -Half of you
I for one like placing my buildings, but I wouldn't mind the buildings being automatically rotated.
[quote who="Derek Paxton" reply="4" id="2944725"] will wildlands be creatable by players? I think that might be user-generated content that would expand the game, but I can see if being difficult to do. Yes, modders can create wildlands areas as stamps in the map editor. And you are right, it was difficult for us to do it like this, but worth it to get modders this functionality. [/quote] [e digicons]:drool:[/e] always thought the stamp sy
Given the comments in this thread by draginol aka frogboy https://forums.elementalgame.com/409157 I don't want to do anything right now, rather see how it works out in the core game before I start modding.
I'm curious to see how many non-housing buildings we can make in a level 1 or level 2 town, as a major issue (in my opinion) is the validity of creating many small cities just to increase your production of materials/tech as you gain additional building and training queues. By the way you describe it, it actually sounds like you want to tear up the big high-level cities in favor of smaller ones, but we are already doing that in a min-max game. On the other hand, high-level cities
Yeah, but the beta for FE was going to be released feature-complete, possibly a few weeks before retail. Granted, we don't know when FE is coming out, but I've heard everything from this summer to next year.
[quote who="Frogboy" reply="260" id="2944501"]The main thing is that I want to see v1.3 come out in June and when you add in the beta phase, we have to be careful not to try to stuff too much in there.[/quote] All the more important to get the minor stuff in, if the next update won't be out until after FE?
Off, all the way to minus 11. It's a tedious chore.
From this topic: https://forums.elementalgame.com/409138/ The quotes on the infocards (tooltips when hovering over units and/or sovereigns) have gone missing. The option to produce such quotes in-game through the unit designer or the sovereign creator have also vanished. Was this feature removed? Example of how it used to look (the quote is "all is dust"): http://i.imgur
I am also not seeing these anymore. I'm also missing the same option when designing units, or for monsters that sometimes had quotes ready for them. Boo!
Please, please, please add the New Setup option: Notable Location frequency option in 1.3... and one for location-quests too! I'm so tired of running after the same old goodiehuts, knowing exactly what's inside. It's no longer exploration, it's a guaranteed resource boost.
https://www.wincustomize.com/explore/elemental_war_of_magic/7/ That mod adds elementium world resources that you build on.
[quote who="razor436" reply="248" id="2943406"]I don't mean to be a source of discontent, but I don't understand why they can't just add to the 1.3 running log a change to damage calculation during tactical combat to avoid the problem with having troops immune to attacks by having overly high defense ratings. Wouldn't it be very easy to do?[/quote] There is no immunity, once you get above 1damage and 1 armor. There's ALWAYS a chance of dealing damage, no matter how
Nothing really new here, the database needs to be filled out a lot to make it useful. And already we see signs of bias, such as impulse being optional and steam being "good" (ie - you want this).