DsRaider

DsRaider

Joined Member # 3393970
143 Posts 2,032 Replies 25,104 Reputation

1. When setting resource rarity is a higher number more rare or less? 2. I tried to change the name and function of a tech but it didn't work. It still appears as the old name in game. How I do I get around this? Before anyone even answers I have to say how grateful I am for such a great community.

2 Replies 2,160 Views
Reply to Mini Mount Mod in WOM Mods

Wait till you see the mod I'm currently closed Beta testing......

10 Replies 7,647 Views
Reply to Mini Mount Mod in WOM Mods

Thanks, I appreciate the comments. When no one comments I feel sad. [e digicons]X([/e]

10 Replies 7,647 Views

[quote who="EternalRequim" reply="43" id="2922110"] Like ship models, even if I lack the skill to add the details I will later once I go back after learning to add those details will still put them in place.[/quote] Forget ship models, how about ships period? Allowing the AI to use ships and adding some water resources and monsters would be nice.

62 Replies 37,851 Views

I liked chainmail because you could put clothes over it so that everybodies units didn't look like clone troopers. There are a lot of armor models in this game that simply didn't get used. Undoubtedly this is because of balance. More armor would be pointless because they would be so high on the tech tree that they wouldn't get used and would require new weapons to balance them. There is no space between existing levels because all existing armor pieces already only scale up a sing

62 Replies 37,851 Views

[quote who="LujanD" reply="27" id="2921202"]lol spotted another one that puts a monkey wrench in the works of the game and puts me off cause I HATE, and I mean venomously HATE scrapping experienced units[/quote] I am behind you there. A simple turn one type of unit into another, even at full cost, would be fine. Just transfer the units experience over.

62 Replies 37,851 Views
Reply to Mini Mount Mod in WOM Mods

Alright my bad, there is a small bug that I just fixed and uploaded. In the MMM.xml file Should be: Instead of because the information will clash with the existing data and the tile will cost and produce twice as much because of a bug in the way improvement data is saved. You can fix it manually or just download it again. Once ag

10 Replies 7,647 Views
Reply to Mini Mount Mod in WOM Mods

The resources stay. However the resource tiles are gone and replaced with just one called a pasture that can be upgraded to produce either horses or wargs. You will never see another horse or wolf tile that you cannot use because you are the wrong faction

10 Replies 7,647 Views

Long story short this forum is full of details on the first expansion called Fallen Enchantress that is coming out around year end or sooner. If you purchased the basic game Elemental:WoM when it first came out you get it and another expansion that is also coming out in the far future free. If not than you get a discount on FE.

5 Replies 5,039 Views

Removes Wild Horses and Wolves Den. Replaces them with a single tile called a Pasture that can be upgraded to produce Wargs or Horses depending on your faction. Wanted to see if divergent faction upgrades for a single tile was possible for another project, and all the annoying wargs tiles I couldn't use annoyed me. Download: Here

10 Replies 7,647 Views

I was looking through the xml for the diplomacy techs that spawn recruitable monster lairs, and saw this... Player UpdateRecruitables DRAGONS

1 Replies 2,023 Views

[quote]1. Tactical battles: Morale reintroduced 2. Tactical battles: Auto-Resolve has both sides fought by AI 3. Instant battle: Does auto-resolve code but really fast (off screen) 4. Missile weapons won't require a special building 5. No special building requirements to train special unit types[/quote] 1. How will this work? 2-3. Huh, how is it done now? 4. A good change that shouldn't take to much time. I would think you cou

271 Replies 429,875 Views

[quote]It's a pity then, that Elemental is still almost unplayable. I can't go 4 turns without a bug in some form ;([/quote] Reporting the bugs would allow them to fix them faster.

12 Replies 7,778 Views

No worse than when they constantly threaten to invade if I don't pay them 2 Gildar... Or how they never except threats in return. Or how they never except any deal without you paying them a single Gildar, even when it is to their advantage. Diplomacy is just kinda broken.

1 Replies 1,017 Views

I think it would work if you removed all the ACP xml files except for the ones with quest or monster in their name, and keep the xml files from the tile folder. You would also keep all the gfx files. If you knew what you were doing I think you could keep the NPCs as well. If you don't feel like playing around with that than I will point out that the two mods empathize different parts of the game. ACP is all about questing and vs world, while my mod is all about fighting othe

31 Replies 187,247 Views

[quote who="Tridus" reply="20" id="2921173"]Splitting limited resources two ways instead of focusing on one thing (FE) doesn't strike me as the best of plans either. The people working on WoM could instead be working on something like making MP in FE not-terrible (something which will likely never happen in WoM).[/quote] Think of WOM as a testing ground for cool ideas that may or may not make it into FE. Like minimum squad sizes of 4, clairvoyance, etc.

62 Replies 37,851 Views

Well, there was a previous version that was compatible with the weapon mod. However it kinda defied the point because all the abilities were unbalanced and for the old stats anyway. So I choose with Kenata's permission to add my own versions of the abilities instead. A list is given above. As for adventure content, I think making it compatible would take a whole lot of work as all those extra weapons would have to be rebalanced. I urge you to try my mod anyway though

31 Replies 187,247 Views

What version are you using? If your on 1.11 then get the 1.9 beta. If you are already using 1.9 I would play smaller games until 1.2 is out. I play medium maps with 6-7 AIs and don't have a problem. As for reporting stuff: Elemental Folder/Files How to report a problem Create a post in the support forum here with a debug, save, and expl

4 Replies 2,567 Views

I think the game has to move away from %bonuses to AI on increased difficulty. Instead phase out some of them(HP) with increased AI hostility to you and increased cooperation amongst themselves. I like resource bonuses but hp bonuses are too in your face. His guys are just 3 times as good as yours! What needs done the most is Tactical AI, and Diplomacy. If those are fixed it will be a whole new ball game. For increased difficulty try my <a href="https://forums.elementalgame.com/406349

5 Replies 8,904 Views

[quote who="Eternal Requim" reply="3" id="2920943"]Hmmm... thought of another... though this could probably be supplemented by a mod for now more variety of research in the war tree for weapons. I mean there is only one spear type weapon in the whole game. Wooden spear and Boar Spear, I'd like to see more types of polearm weapons, swords, axes, staff's and other types of weapons have updates and stuff later on the tech tree but spears... you don't see that.[/quote]

62 Replies 37,851 Views

Updated to 0.9 This is a huge update where I rebalanced basically everything, added abilities, new weapons, and much more! Try it out.

31 Replies 187,247 Views