Please don't eliminate different pieces of armor. I regularly use different pieces from different sets, not only for champions but for units as well. I think the unit design window is one of the strong points of this game, and to restrict it in this manner is a step in the wrong direction. A new tab with completed sets to complement the already available customizable pieces would be a good thing, however.
Heavenfall
Just wanted to let you know of an issue I had with the game. It is described here: https://forums.elementalgame.com/402298 (the autosaves were almost completely empty except goodiehuts). The reason I'm posting this is just to check if other users of the ACP mod are having similar issues. I don't think it's the mod, but since goodiehuts were the only thing to appear, I wanted to post here in case other uses of the ACP mod ran into the same
I crashed due to OOM around turn 100 and when I loaded the auto-saved games they were empty. Edit: "Empty" meaning no season counter, no factions, no units, no cities, no monsters, only a few goodiehuts. http://thedyinggrounds.com/Elemental/AutoSave.EleSav http://thedyinggrounds.com/Elemental/PreviousAutoSave.EleSav Edit: This wa
I disagree, the level 4 and 5 goodiehuts are very nice candy.
Then it should be reworded. "connected" is very similar to "linked", which is the wording used to describe which settlements the improvements are supplying.
Improvements on world resources display inaccurate time until completion. Error is both in tooltip and "bar". They take the right amount of time to build. http://img210.imageshack.us/img210/4715/elemental1292333725.jpg
When normal world resources fall within your zone of influence, they'll produce an exclamation mark. This seems not to apply to shards. Edit: In case it mattered, I had the tech to build the improvement on the shard. http://img219.imageshack.us/img219/1020/elemental1292333710.jpg
These improvements are unbuildable in settlements with shards connected. The shard has to be inside the city walls in order for the improvement to become available. Buildable: http://img688.imageshack.us/img688/2916/elemental1292333384.jpg Unbuildable: http://img811.imageshack.us/img811/8
2) is intended, for now. It was a specific problem they said they knew would occur. They still went with it as it limited spells per round to one.
the only change to gamefiles in 1.09w was some very minor changing of what stuff you can buy from cities by default. Not worth doing an update for.
The elves are quite weak, unfortunately. Their bonus for quality on units is unused by the AI, and the AI is really poor at handling magic. I'm thinking about changing out their race strengths completely. Possibly give all units higher dodge and combat speed instead. It's a bit boring, but those effects are very strong where it matters. With a high combat speed and high dodge, they'd be the natural killers of Living Stone and the Drota, and they'd be weak to the Golem King.
appear? arrest? attack? behave? bounce? desert? expand?
Hah. No, I really am concerned that the AI needs x8 times the health in order for me to face difficulties fighting it (twice that of ridiculous).
Example: Turn 355. AI Relias has conquered the map. He has trained some master heavy plate units, so there is no question he has the tech. His resources are 46k materials, 106k metal, 1.7mil gildar. About half the cities have built a command post. There are NO units with more than one warrior on the map. Also, no AI-designed unit is wearing a helmet. Edit: 90% of the units trained are wearing light plate armor. I'd say another 9% are diplomacy units, and the remaining 1% are the well-
Yeah, I made sure they had the tech. I see the enemy use strong weapons, but they are always limiting themselves to the weaker versions of armor. Edit: The building, yes. Well, if they didn't, they should have. Edit2: So as to not sound all negative, I've also noticed two awesome things the AI does - it uses Death Ward to protect significant assets - and it seeds new towns with pioneers next to free resources. That last bit is actually quite excellent, a strategy I'll have to
For shits and giggles I tried introducing a mod mechanic that would give the AI comparable levels of metal to that of their materials. The AI still produced lower quality gear, even when higher quality was available. So I assumed a theory that the AI would always produce units when it could, with the highest quality. This would lead to it perpetually being out of one resource, as there would always be a limiter. But this was not so. Even when I made sure the AI had over 20 000 metal a
Isn't the problem that monsters don't spawn in forests currently inside the influence of a player/AI? Mid-game, all forests will be 100% controlled, and no monsters will spawn.
c:\users\yourusername\my documents\my games\elemental\units
There's a ton of good games on that list. And by good games I mean games that are "highly anticipated". By me. Bit trollish on the thread title, lbgsloan. =)
I think they produce diplomatic capital.
There are some bonuses when you level up that are free, like extra hitpoints and accuracy. But they are not determined by the milestones.
Uploaded 6.12 Changed Living Stone capital city metal bonus to 2->3 from 0.75->1.25. Included new Sub-mod ExpandedFactions_GloriousDawn [quote] ExpandedFactions_GloriousDawn - All capital cities may now reach level 6 and 7. Level 6 requires 1100 population, level 7 requires 1600 population. In addition, a level 6 city has 60 buildable tiles (instead of 50 at level 5) and level 7 has 70 buildable tiles. Furthermore, Capital C
15:46 Quick question if you have a minute; does the container and associated tags actually work? 16:17 I asked boogiebac and he thinks that it's only used when spawning a unit at a specific level 16:17 as opposed to being used to auto-level units
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