[quote who="Frogboy" reply="110" id="2753548"] My friend Mark Asher on a post on a forum talked about how boring our spells were. I took that to be about the spell names. But it wasn't just the spell names, it was about the spells themselves and how they worked. The way resources are managed and handled is very limiting when it comes to the way the AI has to deal with them (N^2 variables). [/quote] Um...chief. Don't take this the wrong way, but you didn't really need <
RavenX
[quote who="edpfister" reply="25" id="2754073"] On a side note I used to own some of the Dragon Lance modules and may have DL 11. I had one that had armies in it at any rate but can't remember the number. If I remember it was smaller scale than the whole war so it might just be one of the other DL modules though. Unfortunately over the years I lost some of my stuff so I may not have it anymore. If I do have it I will see if I can scan it or something if you still can't find a copy and wo
Ok, tonight Dhuran and I were trying to lay the basis for the update to Undead Rising which will have a custom Undead faction with Skeleton soldiers and Zombies. The problem is we can't get the faction to use my custom undead skins. I was trying some experiments to see if I could get the AI to use any of my custom skins and I found that I could but only randomly even after I tweaked the % values of what other skins they would use would show up to zero. I fired up Stardock's Faction Cr
Excellent Tut :) Thank you my friend. This will come in very handy indeed.
[quote who="edpfister" reply="22" id="2753427"]I agree that having many factions would make the game more interesting than just having two sides and I favor the "war" version more than the "rpg" version. Handling the two gods might be hard to pull off though with multiple sides and I can't say I have any good ideas on how that could be handled. It would be cool if they could be side players that had their own motivations and would help out here and there. On a
[quote who="Frogboy" reply="115" id="2753566"]I think, for starters, the first expansion pack for Elemental - Book 2, will have to be given away for free to the people who already bought the game. In my mind, that's a START. So, anyone who sticks with is going to get at least one free expansion pack out of it. And it won't be some piddly "look, it's a new campaign". Think Dark Avatar level expansion. [/quote] Awesome :), so you
[quote who="Frogboy" reply="111" id="2753552"] Quoting MysterD, reply 107 Quoting Frogboy, reply 87 Stardock will be working on Elemental for years to come. Literally. Let me be specific: Stardock will NOT release a new game next year. It'll all be Elemental related. All Elemental-related, as in...what? Patches? Expansion packs? DLC's? Some of the above? All of the above?
[quote who="impinc" reply="4" id="2752398"]I don't think you have to rebuild the data file unless you're modifying the original values. Just adding to it doesn't mean you have to rebuild. I've got about 20 or so techs that I've added, I certainly didnt have to rebuild the data.zip each time. The only time I had to, was when I modified one of the core techs. [/quote] Ahh ok. See, this is why I'm NOT the Team programmer...LoL. I knew it had something to do with rebuilding the zip,
[quote who="MatthewMiller" reply="20" id="2752901"]Has this Mod been started yet ???? Thanks FlynnO [/quote] Yes
Just for fun here's the download stats on the Mods I've done so far. Download Count: Undead Rising = 44 Realistic Quendar = 22 Realistic Urxen = 1 I do so like watching numbers rise :)
You also have to rebuild the Zip file. Adding a new tech isn't easy, there's multiple steps involved and right now we're forced to do a work-around. Dhuran mentions something about it in this thread, check his reply here: https://forums.elementalgame.com/394488 Hope that helps some.
Hey bro, I finished the Realistic Urxen Mod: https://forums.elementalgame.com/394683 Description: Textured with realistic tusks, veins, and hair. The Urxen are ready to rampage through your game of Elemental!!! Add away ;) Man, you're going to get tired of adding all the skins I'm making. Don't worry though, eventually I'll throw them all together in a "Skin Pack".
[quote who="Eberict" reply="12" id="2752046"]This is excellent news, guys! I was already hooked when I saw the efforts made towards Draconian and Minotaur (seafaring bulls!) models in the 3D thread. I just have a couple of conceptual questions, if that's alright. 1) Given that an Elemental game begins with an initial leader colonising a dead world, what rationale will the Dragonlance mod give for game start, given that the canon continent of Krynn is riddled with established settle
All Done!!! Enjoy everyone :)
[quote who="Valentine82" reply="10" id="2752033"] Not in the way I meant. I was under the impression that Urxen were like beast men (and women), tough rugged hairy beast men. The skin modding is impressive but it doesn't seem like realistic Urxen to me, it seems more like Dungeons and Dragons Urxen. Quendar are your reptilians, Urxen are more like wolfy bear men. [/quote] Ahh, ok, I see what you mean. When I say "realistic" I mean in texture. Like how when you comepare a CGI
[quote who="Valentine82" reply="7" id="2751649"]I was under the impression that Urxen were a bestial race, are you sure they're supposed to be all orc like? [/quote] I thought orcs were "Beastial"? I'm going to make them hairy as the normal texture is as well, I'm just using that guy as a tecture base for the skin. Though I did take a little "artistic license" with the tusks. I just thought they looked cool. [quote who="Twohawks" reply="5" id="2751584"]Damn fine work as a
[quote who="Stmorpheus" reply="3" id="2751547"]looks good raven. i dig it. [/quote] Thanks man :). I should have it finished and posted for downloading before morning. I think I'm going to try to add some better textured hair to this one and see how it comes out. Here's what I'm using as inspiration though I may do a couple color variations:
[quote who="_PawelS_" reply="12" id="2748994"] When you have some time, I think you should also create custom sovereigns (AoWSM wizards) and make them the leaders of these custom factions (not sure who should lead the Lizardmen).[/quote] Someone say Lizardmen? We're also working on releasing the Draconians from the DL Mod as a stand alone addable Race to Elemental but we
[quote who="adaban" reply="1" id="2751472"]these are pretty cool, like the mouth especially. [/quote] Thank you my friend. I'm glad someone liked them aside from me. :) You just kept my fragile ego from jumping off a bridge..lol. ;)
[quote who="Jafo" reply="52" id="2749534"] Some of the reviews just blatantly lie Raven....no, some reviews just demonstrate ignorance of detail which qualifies the review's standard/competence. This happens in anything 'reviewed' not just games... [/quote] That's true, a lot of corporate entities and product reviewers lie to consumers. We all know this too well I'm sure from personal experiences over the years. When a reviewer says there is
[quote who="Flinke" reply="2" id="2751160"]The problem is simple. Huge Empires doesn't increase the costs (see how Civ4 handles that for example). So an AI player who can solve all city/unit tasks in like no time has no problem with that. Humans tend more to build fewer citys that are strong. [/quote] This is true, but the cost is largely irrelevant when the only reason you need cities is to snatch up resources off the map and to bring in more resources. Without snatching up the
[quote who="Master_Lame" reply="3" id="2751322"]there should be neutral cities, like in Master of Magic [/quote] There are some "nuetral" Minor factions in the game. The thing here in particular is what happens to the "left over" cities of an enemy Empire after we defete them in game.
All Ideas Added *whew* 3 whole pages worth 9/1/2010 I'd like to personally Thank the VERY FEW people who are following the posting guidelines. Thanks. The Devs didn't sticky this for fun you know.....the categories listed are Dev Suggested Categories, so They can find things quickly and easily and so You know your Ideas are being paid attention to. If they aren't listed correctly then when the Devs are updating and fixing a particular area of the game your ideas won't b
Completely agree with the OP. Cities just going "poof" doesn't make any sense at all.
I too think the AI builds cities too close together. I think the easiest way to fix this is to increase the rate of Z.O.C. spear so we don't need to build cities so close together to grab resources.