This mod is for everyone who wants more unique factions for large maps or is just tired of the same old factions. The ultimate goal of this mod is to allow players to try new play styles and keep the world of Elemental interesting. In addition to several new faction traits the latest version includes includes two completely new races known as the Hashaini and the Hunduran. These new factions have custom units and traits. This mod also replaces and redesigns Capitar and Umber in order
DsRaider
Whaaaaa? That was fast....
An interesting article, my views on climate change are very similar. For those looking for more reliable sources on this topic to verify the other articles see this article by the Economist, which has always been very pro global warming. I won't comment on how much people effect the climate since I'm not an expert but with my background in economics I have always found climate change true believers
Brad has said they hope to add multiplayer once their other projects are done and their network people are available to work on it.
[quote who="Lord Reliant" reply="2" id="3366405"]The tension is businesses making money but also contributing back to society through fair wages, social responsibility and levering their influence to help. Too little profit, and the business tanks. Too little contribution to society, and the gap between the wealthy and society keeps widening. Both non-profit groups and the government can help to bridge the gap, but only so far.[/quote] This is pretty ignorant. Businesses contribute to
Singleplayer and multiplayer mech combat in Unreal Engine 4 by the director of Heavy Gear II and lead designer of Far Cry and Crysis. The world of Heavy Gear Assault is unforgiving – but so is your lust for glory. A pilot on the distant planet Terra Nova, you play the high-stakes game of competitive Gear Dueling. You earn fame and fortune by making a name for yourself on the arena floor. You stand out from the crowd by customizing the look and style of your Gear. You ma
SoaSE: Rebellion is 66% off on Steam right now. I just bought a 4-pack for $40.
Where is that first picture from? I haven't seen it around.
[quote who="sweatyboatman" reply="43" id="3358140"]It occurs to me that everything on the left side of the terribly named "General" trait page is a waste; pick something from the skill tree or a spellbook.[/quote] I sometimes get strength for assassins and defenders, or adventurer's boon for Mages and Assassins. in fact I would like to see it expanded and a Strength2 added. [quote who="sweatyboatman" reply="43" id="3358140"]But seriously, change the name of
Aegis Robes still override armor and make unit designs cost crystal.
[quote]Mage Of the five options, this one currently seems the most rounded, complete and rewarding.[/quote] No. The path of the Mage is filled with redundant traits that make the main spell books pointless. The summoner tree is unnecessarily long, there is no reason a single trait needs to grant you a single summon. Summons should require a certain level of summoning and the relevant elemental spell trait. The Mancy traits also have no real point as they are basically just
[quote who="bpalczewski" reply="3" id="3357861"]Yup, scenario is way too easy for experienced players - but i think their intention was to prepare it for newcomers.[/quote] Yes but stupid and weird AI choices diminish the game and reduce the fun as they drain away the strategy. Fixing a lot of the odd AI stuff would make the game only a little harder but add a lot of depth and fun to the game because you would be forced to adapt and strategize more.
6. Gust of Wind - A much worse version of Titan's Breath. Add some cold damage.
1. Flamewave - Low damage and very hard to get. 2. Tidal Wave - Does next to no damage. Heals in a turn or 2. 3. Chaos - Doesn't scale. Every random option is much worse then a dedicated spell like slow. 4. Shockwave - Low damage and hard to get. Honestly though the low level of champions and the fact you have to invest so many points in not only the normal spell books but the weird mancy traits means I don't get a lot of spells. An eli
1. Get Better. 2. Mod a new difficulty. 3. Play a different game. 4. Play to have fun. 5. Take up modding. 6. Play with a different race. 7. Play with a custom race designed to be horrible and or super strong.
Impressions So I just finished playing through the scenario and I have to say I liked it. It felt like I was playing a better version of a sandbox game. The big problem I guess was with the AI. Once I built a 5-6 mounted units in full chain mail with swords and shields I walked through all their armies until the end of the game. Only Juggernauts were a real threat and I could still deal with those. I was however impressed with the AI use of strategic spells. They got
[quote who="abob101" reply="7" id="3357416"]Hiya... Just curious about this one. Is the issue with this that you're maybe using a resource to restrict access to the units? And now they show up (greyed out) if you don't have the resource? [/quote] Ya. i don;t want the units to show up in the list unless you can build them, as they require unique improvements to build, and in a lot of games you may not get any of them.
[quote who="ElanaAhova" reply="20" id="3356844"]Fall from Heaven mod (for Civ4) has wonderful variations and distinctiveness between the factions. Might they port some of that into EH? [/quote] I haven't played it but I have heard that all the races play very differently. LH has good tactical diversity but not a lot of strategic diversity right now.
Been working on this and have a rough draft up and running. Seems to work fine. Been thinking about adding in some heavy mounts. These would be special units in groups of 1 that would be able to equip heavy mounts such as Bears. Kinda like fantasy versions of elephant riders. Several factions would get unique mounts. I will have experiment and see how it works. The thing I am worried about is how to restrict the mounts to units in a group of 1. I could do it by giving the riders a unique mode
This is an odd bug, have you been messing with the xml? Ongr can be found in the CoreUnits File. His part looks like this. Ongr the Unbound Twisted Race_Type_Trogs</RaceType&
[quote]i guess those guys were all bonus starting units of those factions and somehow got flagged as champions instead of regular units.[/quote] The code for spawning a normal unit and a champion are different. If you use the code for champions on a normal unit they will become a champion, this is probably what happened here.
In the scenario I would like to see western Yithril get a champion or 2, and to have the scenario log update after you beat them. Perhaps they could even be their own team so they get a sovereign of their own. Might be easier then trying to balance splitting them in 2.
[quote who="Lord Reliant" reply="10" id="3356512"]According to the .91 changelog- Umber loses the Stealth faction trait and gains Warriors[/quote] Too bad Warrior is the worst trait in the game. It allows you to build barracks off the start... Even if barracks were all that useful early game you still need to level a city and build all the prereqs.
The problem with Yithril is that they have gotten too many abilities that make their units tougher, because they are a warrior faction. They have a weakness so they get a lot of traits and this has crowded out Warriors and made it unimportant. Why does it matter if it is pointless because they already have good 3 traits. Warriors should really be replaced with something aggressive but not associated with units at all. Something like Pillage which would give them resources for destroying impro
[quote who="phazonfreak" reply="11" id="3356514"]They have been brought back without really fitting them into Legendary Heroes.[/quote] Indeed