Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,867 Replies 34,020 Reputation

Edit: Nevermind, I won't comment. Don't read the edits, please.

175 Replies 492,351 Views

I thought about it, and it would make a GREAT mechanic - you can start out with maybe one or four of the weakest unique units. Then as your city levels up, you can get more of those, and one or two of the not so weak type. Unfortunately, the AI multiplies all resources it produces. So let's say that I put a limit on 4 units. The AI automatically gains 40 of that resource on ridiculous. Edit: Maybe that is not a bad thing. It would really give some power to the AI.

457 Replies 637,925 Views

I will gladly add new spellbooks to the expandedfactions. If the user doesn't have your mod, it will simply be invisible. Just keep the new spellbooks in separate folders (or sub-folders), so the players can delete them if they don't like them. My only "demand".

305 Replies 756,114 Views

Another shortcoming with the spell system is you can't summon groups of units. Some of these units are intended to be groupable (like you would any normal unit). I won't do the models until I know there's a solution available. There's no point doing maybe-work. Especially given the track record of implementing requests for mod changes so far - they haven't changed anything we asked for.

457 Replies 637,925 Views

Spells are a possibility, but we've got no control over how the AI handles that, so it's also a dead end. In fact the whole point of having only the capital city being able to build the units is to limit the AIs construction of the units. Units can (and these do) require techs. I put them in the capital city so that when you conquered it, you'd be able to build the units (which is what I want). However, it comes back to the UI problem of having units you can't train display in all you

457 Replies 637,925 Views

Well, if you're not saying anything I can't really reply to it.

175 Replies 492,351 Views

I think Agrippa's version is much better suited for a 4X game. With your version, Murteas, there's a big risk the player will just create mana batteries and keep spamming the ability. It isn't fun nor balanced (in particular involving a stat is dangerous for such a spell). How about you reverse the functionality? Instead of slowly gaining mana and using a large amount at the start, you instead get all the mana at the start, but you are left defenseless (sort of like an Overcharge abil

305 Replies 756,114 Views

I want a way for factions to spawn resources. The functionality would be identical to the Naturalist talent for sovereigns, only it would apply as a race strength for a faction instead. Upon starting, the resource should be placed near the starting position, just as it is for the talent Naturalist. Preferably this would be done inside a tech - that way, you can hit two flies with one strike. The modder could place an unlock modifier for a tech, and the tech would place a resou

127 Replies 53,800 Views

Yes, as far as I know. I also believe that you can completely skip placing random starting points, and only place starting point 1. This will auto-generate random starting points for the remaining players.

4 Replies 3,261 Views

Certainly the market will change - no doubt that's a reason we're seeing such a burst of MMOs (where they can check the "drm" every second you're connected). But that doesn't mean we can just screw over the old business model, and it absolutely doesn't give us any right to pirate.

175 Replies 492,351 Views

I can, but it still shows up in every city, you just can't train them. In order for units to not show up, the building they require needs to be built on a resource. But I can't create a resource for a faction. Edit: To clarify further. Four or five units extra isn't a problem. But... if you capture the capital city of your enemy, you should be able to build the special units from that faction. So eventually you'll end up with 20+ units that you can't build in every city. It's

457 Replies 637,925 Views

Hah. Unfortunately I've run into a significant modding issue that is going to delay these unique units indefinitely. I want to limit these units so they can only be trained in the capital city, however, there's no way of doing this, without having them appear in every other city's training window as well. There doesn't appear to be a work-around. If any modder has any suggestions, I'd appreciate it.

457 Replies 637,925 Views

Holy shit, he actually said osama. I just autocorrected it to obama.

175 Replies 492,351 Views

The Piratebay guys are convicted in Sweden, I think you blaming bush and obama is hilarious. Voting with your wallet is the right answer, because it is the only right afforded to you by the market economy. Pirates aren't heroes, they're the scum of the earth. Do you know what would happen if noone paid for games? Noone would make them. Like it or not, you have no right in any way to violate someone's license to play a game. You are a criminal if you are a pirate, and I hope yo

175 Replies 492,351 Views

Not really, they have full respect for other living things (as long as they aren't trying to destroy magic). There's an unused model I might use for living stone, which is a sort of barbarian/dwarf-looking thing. Could be some tribe worshipping the living stone.

457 Replies 637,925 Views

Works here. Sounds like you got banned. https://forums.elementalgame.com/403035

2 Replies 5,988 Views

I think it clashes too much with the lore. If they can do that with statues, imagine what they can do with city walls or mountains. I like the cyclops idea, but I'll put it as low priority because it's a lot of work. It may actually be possible to add extra creatures like sheeps, although I will absolutely choose something that is already in-game (wargs probably). Edit2: Nope, the cyclops would actually be easy to make (just magnify a darkling). Removed low priority. Edit: New

457 Replies 637,925 Views