1.1 released - changelog
Heavenfall
Oh yeah that's cool. But anything other than a graphical solution for that probably wouldn't work.
I don't think anything but levelling up with the city is viable. And even then, it would be a bad idea to have "building" stages beyond the initial construction. There's too many ways it can go wrong.
It wouldn't work well. The primary way to use different tiles for different stages is based on population, like the first cityhub. You can also use a slowly upgrading building that, when finished, upgrades into the next building which is under construction. That way, you can provide a series of different tiles that are "under construction". The first problem with this method is that it doesn't require the city to actually be building. The second problem is that the "upgradesto
https://forums.elementalgame.com/398720
This mod adds Elementium Deposits as a world resource to the game. All factions can build Elementium Churners on top of these nodes. Elementium Churners cost 250 gold and 25 materials to build, and takes 10 turns to complete. An Elementium Churner produces one piece of Elementium every four turns (0.25 in one turn). Elementium Churners each require upkeep costs of 5 gold per turn (so one Elemen
I'm going to do the elementium mine during the day, it's small enough for one person.
We're discussing what's next in https://forums.elementalgame.com/396640 Anyone who's going to contribute should feel free to speak their mind.
I believe it would be fairly simple, yes. You could add 100 to each raceconfig.
We're still discussing options. =) Edit: But those are all great ideas for unique unlocks. It looks like the Civ would be the same as the Race building there.
We could also have great wonders that don't require any resource tile, but are just buildable once per faction in a level 4 city. This would promote levelling up your town.
Oooh great wonders. We could have a resourcetile that appears randomly across the map, and allows each faction to produce their own great monument. You'd have to find the resource location first, and then you'd have to research a tech, and then you'd have to spend a fairly long time building it. The great wonder could enhance each faction's current traits - say DOUBLE the effectiveness.
I think that might be possible if you do a very complex quest. Personally I'm holding off quests for now until they give us the quest creator. There's another idea, from fairwaters. We could do a mod that adds a significant amount of notable locations to the game. Say a 100 or so. Frankly, I think it's extremely boring to see the same bloody notable locations in every game I start. We could also do a mini-project that introduces Elementium resources and mines into the game.</p
boogiebac has released a pre-alpha version of their modding tools, so I believe it should be possible before the end of the month to import an animated new model into the game. That would be required for Skaven or Dwarves. Note that if we use a custom model like this, it will require extremely heavy work in the model department as no armor and no clothing will fit. Orcs could be skinned from the Fallen peasant that is already in-game. I would personally like to do Orcs. However, as I
No, but it is possible to have a building be constructable only on forest terrain (I think so, anyway). However, that is a balance change and won't be included in this mod.
First bug noted. Mod unintentionally disables kingdom diplomacy units from being trainable by Empire factions capturing kingdom towns (that have already constructed the necessary improvement). Will be fixed in next release of "Elves".
Edit: I'm removing 2.0. Extended use for diplomacy units creates a new unintended side-effect that heavily alters game balance.
There was a bug in 1.09E but they just hotfixed it. The bug prevented any custom map from loading. I've updated to the very latest version through impulse, and I can successfully load elementerra maps.
Released 1.0 in https://forums.elementalgame.com/398661 I thought we could use this thread to discuss what's next for the community projects. What would you like to see added to the game?
1.0 released. Post any bugs or odd stuff in this thread.
Oh I just assume they're ok. I'm sure I can trust you with that. [e digicons]:D[/e] Packing release now.
The latest update right now is that I've added 7 of 3dgrunge's melee weapons as clones to other weapons (they look fucking awesome). I'm not adding the bows for now, because since 1.09 we can't make a skin apply to items in the left hand (which means all the bows = pitch black). I've sorted out everything odd in the sovereign creation screen, which means I removed the equipment sets used for diplomacy units, and also some other gear they use like statless weapons and so on. I'
It's been tweaked. What do you mean, resend? I haven't gotten an e-mail from you.
Good point. Instead, add a Special Resource Type to the affected cityhub levels. Then reference and demand that resource type in the pioneer unit. See diplomacy units and diplomacy improvements as an example. Edit: This may not work for accessories, ie it might not work for custom-made pioneers.
No, Updates will be continuous as necessary. Edit: John_Hughes, just so there's no confusion, I still am waiting on your optimized tiles.