It wasn't fixed, was it?
Heavenfall
And you're sure you got mods turned on? I see no reason why you wouldn't see any weapon caches, when it works for me and other people.
impinc, what I'd like to do is a series of goodiehuts with low rarity that are all hidden world resources guarded by various creatures. The strength of the monsters would be appropriate for a high-level goodiehut. I would place these in spawnrating 4-5. Would you be interested in something like that for the ACP?
The problem is animation. I can put wings on them, but they'll look very un-life like (that is, how they would presumably look irl). See fallen wings in the death legion faction in expandedfactions.
Not me
Check it [quote] 50 RockSpiderDrone UnitGroupingType_Company &nbs
Very spot on review. Although in general I don't really care about lore in a game, so the "bland world" isn't something I feel is missing for me personally, but I can see how it detracts from the full experience for other players.
The process of researching is as follows. First, you get the main window. It looks like this: http://img207.imageshack.us/img207/5554/elemental1292894432.jpg There, you select what area to research in - for example conquest (in the screenshot I've chosen Imperium). You do not choose specific research here. Then, you start researching. Once it is finished, you are brought to this scree
Values will be in 2.0, although you shouldn't hold your breath for any large sums of money. NPCs wearing these items, that's way down the line once it's been merged into APC. I'm not sure it will ever happen.
Buildings don't cast spells the same was as other modifiers.
This has been frequently requested in the past, a better way to influence when buildings upgrade. Right now, it only happens if you level up a city, or if you unlock a tech that in turn unlocks an improvement. Cities also have a set of unique tags to upgrade when a certain amount of population has been reached, you could try using those for upgrading (but I doubt it will work).
Just some advice for those of us finding ridiculous to be extremely easy, especially when playing on "fast" instead of normal. I've been trying out extreme on normal, and I'd actually say that it's harder. I'm not sure why, maybe it has something to do with the AI not having instant access to a bunch of useless high-tech buildings.
It does work. I'm not sure what you mean "enable it for weapons". You can already place the modifier on weapons.
No weapons with two blades instead of one? =) By the way, if you want to use anything from the expandedfactions mod, feel free to do so (ghosts, ghost armor as drops, death legion demons, you get the idea). Just keep the GFX structure the same, so a player with both mods doesn't end up with two identical files. Edit: Oooh, with a hollow body model you could even use the ghost armor as a "possessed armor", and use the invisible body instead of the ghost body). Edit2: If you wan
Yeah, I've seen horse resources too. One game, in this patch, I even had a city with TWO horse resources within the influence of one town.
Cilck the unit, click the portrait (middle bottom of screen). You'll have to decide based on the portrait if it's a female or a male (possible marriage material)
Hey Murteas, I was thinking about adding a specific starting spellbook to each of the ExpandedFactions (so they'd each get instant access to a spell). I really love having something to do with mana early-game that isn't overpowered. Since I don't want to step on any toes, I was wondering if you were perhaps interested in working with me on this? The aim would be to have a starting spell that is aimed at helping the player out for only the first 50 seasons or so, preferably in strategi
On your left is a list of cities. Clicking on them once will zoom to it, unless it is already on your screen. Cities that aren't doing anything are outlined with yellow.
A billion idle haulers, and problems with miasma? Sounds like you barely played it.
https://forums.elementalgame.com/394013
read this: https://forums.elementalgame.com/391297 most importantly, they'll want a copy of your dxdiag output.
If they ever did a full GFX version of Dwarf Fortress, it would be preceded by such laws-of-physics-breaking hype that when it really was released, it would probably cause a world depression and world war. Fortunately, now living in a world with a DF version with graphics, everything would be awesome anyway.
The question is if he can do a spell that does different things in each subsequent round. You guys are confusing the issue.
Bumping in the hopes that this gets implemented. It would speed up unit training and improvement construction to better fit the difficulties.
Re-balancing a tech tree is a huge effort, I don't think it's a worthy cause if it brings the game further away from fantasy and magic. The vanilla game already has too little of both. You'll be glad to know there is a steampunk faction in the works, however. I've actually finished the whole tileset, but I am awaiting better mechanics to spice up magic for them. Hopefully that will happen around the first expansion.