ElanaAhova

ElanaAhova

Joined Member # 3321807
112 Posts 2,810 Replies 2,415 Reputation

The Progress> I really appreciate what you suggest. Great ideas. Hope SD implements something along those lines. One 'fine tuning' comment about finding a refugee camp. If the camp exists, there must be a (perhaps small) source of water and food growing going on there, or the camp would be abandoned, or full of dead beings. Perhaps, the discovering SOV might wat to keep the resource, as well as the population. WHat do you think about addressing thi

21 Replies 22,505 Views

Is nice. Have you thought about adding a 'negative' to using these extra taxmen? (EVERYONE loves to pay taxes..) Is there a way to put a decrease in morale, or prestige, or whatever, when a settlement starts sending out the sheriff of Nottingham (err... tax collectors) to increase government monies? Just wondering. Great job!

13 Replies 56,769 Views

Yes, +1 for turning off auto new troop designs. Typically, when I research a new weapon, armor, the display does not update until the followig turn. So, if I want that bow, etc on a unit, I must create a new type. Then next turn, all the 'saved' versions of that same type clutter up the window. Anyone sle have this happen? BTW, thank you for answer about retiring unit types and actual units ...

11 Replies 6,918 Views

I feel strongly that unit types need to have strengths AND weakness. This creates opportunities for choices: tactics, strategy, best use of resources, etc. I feel strongly that archers should be restricted to leather armor, at best, no shields. Intelligent use of them requires a combined arms approach. Different types of units designed/trained to fight in different ways. This opens a whole area of tactical decisions. Interesting choices (as Sid Meier relentlessly

33 Replies 20,379 Views

Oh, an addendum to previous post. Wild hores/warg tiles. These have a tiny bit of water, just enough to care for the 'herd.' Now, de veloping the tile introduces several things. A source of potential food (the animals), a tiny bit of water. And the old 'guns or butter' tradeoff. (Guns = military use of resource, butter = domestic/ civilian use of resource.) Do you train the anmlas for use as mounts (which consumes their food every turn), or do you add

131 Replies 266,947 Views

I agree wholeheartedly. I really enjoy EWoM. I see it going in a very good direction under SD's development. However, I imagined a world that was an "after the holocaust" type of place: A vast wasteland. It is too easy to generate food. I know many players ask SD to add more food. Irrigation was added. Mods add food (fisheries, for example). BTW, I use fisheries, and i am happy players make mods to implement their vision of what Elemental's wo

131 Replies 266,947 Views

one question: when you retire a design, does that destroy any units you built that have that design?

11 Replies 6,918 Views

this is an awesome thread. I love seeing the ideas played out here. many fit together so well. SD has its tactical battle set up already designed: right here in this thread! Using movement rate = AP, combat speed = initiative, setting a "round' based tac combat unit acting queue, conditional commands, and then adding the overwatch concepts: will create such wonderful, and exciting options/tradeoffs in battle. Now all we need are pole weapons t

38 Replies 25,558 Views

ravenX> what I have seen looks awesome for 'evil' players. Quick question: have you done aything with the spells? Specifically, I am thinking that the achilles heel of the faction (in EWoM) would be the low populations, and the low number of 'dead' remains to reaninmate into skeletons/zombies. Is this tied to population in general, or to thg 'ancient battlesites' and recent battles. What I am getting at is the something that FfH did: make each SOV

134 Replies 302,562 Views

Hi Grunge> I love so much of what you have done with custom weapons, armors, etc. I havn't downloard any yet. Question: are these visuals only, or do they have custiommzed stat (attk, def, etc)? BTW, some of your items give EWoM a real post-apocoloypse feel. Eli - look out!!!! (smile) Thanks...

53 Replies 176,491 Views

Kiwi> Thank you for the info. I wasn't sure i had installed the mod correctly. The only other game i modded was(is) obivion - and that was very complicated. Appreciate it... and I do like the stables...

8 Replies 31,819 Views
Reply to Problem in WOM Support

Its a pain to wait. when you entered in your key code, did yuo not the difference between "zero" and the letter "o." On my PC, thay sho identically: I had to enter the code six times, trying various permutaions (zero/o) - it took on try six.

6 Replies 1,752 Views

I hope customer support can help you. I had a very different problem -how to update EEWoM on a PC not connected to the web. The gentleman in customer service, who i leave leave nameless, was probably new. he suggested I "try" . Anyway - I finally broke doen and purchased broadband for my PC. expensive fix - but a fix nevertleless. I had no problem at all registering and updating my EWoM. So, please be paitent - it is worth the wait

6 Replies 1,789 Views

Pasha_bigdog wrote: "September 19, 2010 9:40:06 PM <div id="ctl00__Content__RepeaterReplies_ctl04__ReplyBody" class="tex

7 Replies 33,585 Views

Hi... I loved your idea. I installed your mod. BTW, this is the very first, and only mod I have, so far, actually, installed. Played the game. The new 'building' did appear. I built them. They showed "horses produced: 0" I did have a wild horse tile improved, as well. I was able to train mounted units. Questions, please: do the stables produce horses even if the message says "0?" Perhaps I installed the mod incorrectly?&nbs

8 Replies 31,819 Views

I don't know how to mod the code (yet anyway...) But I am a good writer, and love good stories. Quest could have more text, and tell a story as avatar progresses through quest. I just finished helping with the english translation/playtest of Nehrim (German total conversion of Oblivion / TES4.) And I have some free time now. Shall we plan some epic quests and storylines?

35 Replies 106,886 Views

Swerdyass wrote: "Initiative = units current ‘combat speed’ (as in current code) The reason i don't want this and instead everyone has an equal base initiative(before modifiers) is because basing it off combat speed would make mounts and archers godlike. They would always get to go first and get more attacks which would be devastating to balance. <div class="Article_Qu

86 Replies 184,011 Views