One thing you can do is update the building if the city reaches level 4 or 5. Then you can require the new improvement for the elders.
Heavenfall
You should always check your bank account online after a day of shopping. Skimming is the hardest to detect, most likely you won't ever. To avoid the switcheroo, see with your bank if you can have a unique picture on your card. I don't know how it works in the US, but it's common here in Sweden. Then you can put pictures of your family or whatever on the card, and make it easily recognizable. Also, don't ever let someone walk off with your card, saying the cashier is broken or the onl
Supporting the troops is not the same as supporting the war(s).
Just a follow-up, I'm not planning on doing a bugfix mod for elemental 1.1. There are still plenty of XML errors that cause bugs in-game, but fixes tend to break compatability with other mods and we now have more mods changing different aspects of the game. In addition, while the bugs are there, they aren't big or gamebreaking, most of the time. For now, the Bugfix mod is discontinued.
This negative bonus does nothing.
This negative bonus is not properly applied.
[quote] 50 [/quote] coreraceconfigs.xml
Uploaded 1.2, slight rebalance for 1.1
Uploaded 1.6 updating to 1.1
Is that a minus sign? [e digicons]}:)[/e] I'll take them all, if that's the case.
I've seen a forest winter map, not the one OP posted, where I could go behind the escape squares. The escape squares were one step "closer" to the middle than the square the furthest away.
Ups. I'll add this to the first post. [quote] Note - Most custom factions will be broken by this mod (unable to build basic buildings). To fix this, open up your documents\my games\elemental\race\ and edit the file with the name of your faction. You should change something into Men for kingdoms, and Fallen</
GaelicVigil, I think you are mostly accurate with your points. I will say that I think that the long-term ambition for a game has to be driven and maintained by the producers, but that user comments should be integrated "in the margins". I would like to add two words of caution however, 1st, players always want more. When the spells in 1.1 were introduced, people instantly started saying it was great, but not enough. This should not be read as people disagreeing with the syste
Following up on Istari's excellent suggestion, I too would like to see a D&D system for units. Also, make the game an MMO/scifi/fantasy/fps/rts/rpg. And I want to play it on my iphone (in 1920x1200) and my laptop (640x300). Oh yeah, I don't like North Korea. Can you guys take care of that as well? PS. the drivers on my laptop are from 1995.
No choice, have to start over.
Heavenfall aka "the broken record" says: The strength of the AI on higher difficulties would be multiplied if they focused on building groups and squads of units with high quality levels, instead of basic quality solo units. As soon as I get a group up, it can defeat a nearly infinite amount of solo enemies. I would go as far as to say that as soon as the AI has access to quality and group upgrades, it should never build anything that is "less than max". Pulling numbers out of
Unit AdjustUnitStat UnitStat_HitPoints 1.8 if it doesn't work when you put it in the unittype,
Certainly any possible amount of solutions are available. For now, and for the foreseeable future, the focus will be on improving the perceived quality of the items rather than how they are obtained. However, if you feel like doing some modding yourself, this is an easy mod to hook into (the internalnames are following a pattern).
Really? Do you seriously believe that? Then tell us about these problems that you can directly trace to "fan" intervention. I mean, you must be thinking about specific problems with Elemental that were directly caused by the "fans", right? Not just making sweeping statements.
The problem is the monsters are sooo weak, mid- to late-game. And if I add stronger monsters, which would be the way to do this, they'll start attacking villages and such and people will complain about that. Anyway, there's a bug with the loot system where, if you kill a monster that drops something awesome, it can end up in the inventory of a unit. That unit cannot use, sell or trade the item. I'm not going to use the loot system until that gets fixed. It would be completely retarded to have
It is indeed intended.
I could, but monsters would just turn into walking loot bags. Also, these are strong enough to require a real investment from the player. I think putting them in the adventure tree - which is by far the weakest tree - makes sense.
[quote who="Gid73" reply="79" id="2846805"] The mod plays very well with 1.1. Some findings after a few hours while playing the elves: - I've made a custom elve male, he cannot wear travelling shoes - The combat speed bonus is differently applied than the bonus from tarth: Bonus is only for created units, not for heros - The dodge bonus also works only for created units, not for heros Is the above intended? Ove
Uploaded 6.14 ExpandedFactions_Racetypes is no longer considered a sub-mod, and I've moved the folder into the main folder. Deleting it will break the Elves. Also added new sub-mod ExpandedFactions_ElvenWeaponry. The sole purpose of this sub-mod is to single out the weapons that are not compatible with Kenata's Updated Weapons mod. If you wish to use Kenata's mod, I recommend you delete this submod. Otherwise, it does nothing else than add a few unique-looking weapons to the e
I just had a chat with Kenata and we will be working together to put combat abilities on these weapons, so they won't just be a bunch of unitstats anymore. Stay tuned for 2.0 in a couple of days. We will also be expanding the range of weapons to include more models.