tjashen

tjashen

Joined Member # 3503845
109 Posts 892 Replies 28,404 Reputation

[quote who="DatedSandwich" reply="5" id="3371492"] You CAN design a unit with less than three inidividuals if you use 0 , which will make it an individual unit.[/quote] This is good to know. I'll give it a whirl! Edit: I'm about to try this to see what happens, but in my case, I'm good with the group size of 3 in this case, i.e. a construction CREW, not a lone construction dude. If there was some way t

12 Replies 54,033 Views

OK, color me into not seeing the difference between desert and wasteland camp. In my current game, I tried casting this spell twice in succession, with no change. Turns out I was casting in desert. I thought the spell was partially broken... Really, though, even in desert it should do something, even if it's a 1/1/0 proposition, just to let you know that you haven't chosen an ideal spot, rather than just not having anything happen and leave us all wondering i

22 Replies 26,218 Views

I just want to reiterate that attacking doesn't always automatically end your move. So if your stack has more than 2 MP to begin with, it USUALLY can move into a square after combat. In extreme cases, you could attack multiple squares and move into them (say if your unit has 9 MP), but since getting over 5 MP for any unit (assuming you chose the race trait that gives +1 MP) is tough to begin with, with 4 MP usually being the highest assuming you made a Cavalry stack, you proba

38 Replies 49,029 Views

OK, if you guys are talking about the Birth Of Summer/Bloom Of Twilight spell, I've used this successfully on 'desert' squares. what it does is assign resource values to squares that currently do not have any, which allows pioneers to settle them. This seems to work best when targetted near resources (crystal crags and such), as proximity to resources seems to affect the values (food, material, essence). The first couple of times I used this spell (duri

22 Replies 26,218 Views

OK, so I wasn't able to figure out how to get the figure from disappearing. However, upon further review, I discovered the tag... I haven't done a lot of modding (mostly tech trees and other stuff), so I missed this one. It looks like assigning a of .2 will 'cancel out' the movement bonus of+2 (.25 would do it too, but soaking up 5 MP requires the .2). At least in the build window, this is still showing a move of 1 (actuall

10 Replies 6,935 Views

It made me chuckle! So, are you planning on doing a Warhammer Fantasy mod?

3 Replies 4,455 Views

We used to have a 'hidden' research tree in E:WOM, and there was a random function assigned to tech appearance if you met the prereqs (I think this was essentially ignored though). Several asked for a visible tree structure, hence what you see today. Put me in the 'I like having a visible tech tree in this game' camp. However, I do agree with the idea of breaking down techs further. The difficulty falls within the game structure. Some things are

10 Replies 7,751 Views

I'd personally like to see the screen return to the initial Diplomacy screen once you are done talking to a Sovereign, rather than dropping to the map directly. This way, if you want to do other kingdom management stuff, or continue pursuing Diplomatic options, you don't have to re-open the kingdom management window. I haven't ever noticed the 'switch between leaders' arrows before either. Actually, this might seem a bit rude in one sense, with th

3 Replies 5,117 Views

To follow up on your overall suggestion (life versus death), it might be fun to introduce a 'counter' to the blessed hammer, that has the same effect versus creatures of light. Specifically the Lightbringer and the Wisp come to mind, but I'm sure there are a couple of other suitable candidates that should apply/could be created. A Death Hammer could have other properties too (bleed, etc.) to apply against 'normal' creatures. As we have a few weapons alr

20 Replies 10,462 Views

Parrotmath, Just looked over your code. Short, sweet, to the point. Easily implemented. I like it! I'm guessing we wouldn't have too many weapons with this attribute in the game, so I don't see the blessed weapons file getting very long. Hence, the 'full' weapons xml file can remain untouched, and this can exist alongside the existing files (via mods). Unless the Stardock guys implement this in a patch of course, in which case

20 Replies 10,462 Views

[quote who="parrottmath" reply="1" id="3367042"] I haven't noticed this clustering with the maps, it might have been just a fluke in your game. Or there wasn't enough room for items to be placed and so you ended up with clustering. It is also random and clustering is a complete possibility. For example, you could flip a coin and get heads 4000 times in a row... not likely but entirely possible.[/quote] My guess is that the game AI shifted these to the ne

2 Replies 2,912 Views

Hey guys! The POINT is to limit the unit to one move per turn (roadbulding equipment is SLOOOOW, plus I'm trying not to show up Capitar and the Sov trait). I did successfully assign a -1 move before with the roadbuilding trait, but if you added a mount afterwords in unit design, you ended up with a move of 2 or 3, hence allowing multiple sections of road to be built in a turn, which is what I DON'T want. So by 'filling up' the mount slot with the roadbuildi

10 Replies 6,935 Views

Hey guys! In my current game of Elemental, using a large random map, I ended up with a 'Florida style' peninsula in the upper left corner of the map. It had multiple monster lairs, goodie huts, quest huts and stuff concentrated in a mass, with something like 4 quests, 5 monster lairs, and 4 treasure sites all spaced within 1-2 squares of each other. I ended up with quite the haul clearing out that peninsula, as this was mid/late game and my Sov stack was at

2 Replies 2,912 Views

Hey guys! As you may remember, a few weeks back I posted some code for roadbuilding units. This worked pretty well, but at the time I was trying to disallow mounts for roadbuilding units, as a mechanism for slowing them down. My rationale for this was I wanted something that would allow players to tweak the existing road networks, without excessively nerfing the trait ability that allows champions and Capitar to do this (i.e. Champions with the Roadbuilding ability and Cap

10 Replies 6,935 Views

We had a thread about this during the beta. Discussion here: https://forums.elementalgame.com/444151/page/1/#3358310 I'm guessing that tactical deployment/formations is something that might show up in an expansion, assuming we get one...

3 Replies 4,001 Views

Currently, E:LH has a 'weighting' system for where it places units. Brad and the guys have assigned parameters that choose where a unit is placed, based on what equipment it is carrying and such. We currently do not have the ability to re-assign the order of units ingame. Essentially, melee units in the front, missile weapon users farther to the back is how the algorithm generally works. It has been suggested by myself and others that a means to shuffle uni

1 Replies 7,723 Views

First off, MadDjinn, I want to thank you for your input r.e. E:LH, and your efforts to nudge the designers towards a stronger AI by pointing out the defiiciencies that may not be as immediately obvious. I'm sure Brad and the guys are taking note, and taking your suggestions under advisement as they continue to tweak the game. This is very helpful, and I am glad to see you 'on the case' as it were. However, I must take exception to this post: [quote who=

47 Replies 175,480 Views

Here's an anecdotal experience for you. After playing quite a few games of E:LH in the last several weeks, I went back to and played another game of E:FE. That game (E:FE) felt dry and uninteresting to me by comparison. Most of the 'backbone/gameplay' of the E:FE game is E:LH, but there is quite a bit of new stuff in E:LH that quite simply isn't in E:FE... More quests, more interesting locations on the map, combat has a LOT more options. Bette

5 Replies 8,937 Views

Sometimes the AI presents me with interesting choices. I love that Wilding with the coal embers ability. Once, the game offered me a Troll/Ogre, and I went with him as well. But yeah, some diversity/additonal choices might be nice. I've had the 'two sides of the same coin' decision a few times now. But yeah, I very much miss the old 'Heroes wandering in the wilderness' mechanic. Sure, a handful are hidden in goodie huts, but it isn&#39

9 Replies 7,136 Views

My solution to this has to save, quit, and restart every so often. This seems to help quite a bit. As to the fact that we still have memory leaks somewhere, yes I've noticed that. Fortunately, they are orders of magnitude smaller these days, so you can play much longer between those annoying OOM chime noises... I usually am able to play for hours between slowdowns, so much much better than the 'old days'. Autosave is also a savior on this. I

7 Replies 10,801 Views

I'm a builder. A conqueror? Not so much. Until the AI gets uppity that is... then I take them out, but yeah, I'm mainly focused on building cities, developing Sovs/Champs, and maximizing use of land. Occasionally, I'll crank the opponents down to 1 on a large map, just so I have plenty of time to build and test concepts/mods I'm tinkering with. That being said, tactical combat does fascinate me, but I get plenty of that with the monsters, bandits, etc

47 Replies 175,480 Views