Nice analysis!
tjashen
That's probably the best approach, as E:FE is pretty much a done product now, while E:LH will likely have several rounds of patches after it is released. Once that game 'settles down' patch wise, then I'd recommend porting your work over at that time. The LH fans may have to wait, but for sanity reasons this is what I'd recommend.
Again, you are venturing where few modders have dared tread, so I wish you the best of luck and success on this! I'm just an .xml jockey myself, and I'm trying to remember what it was I wanted to 'fix' back in the E:WOM days that required an interface change... My tech tree consolidation mod (changing from 5 tech trees to 4, plus the fifth tree that redirected tech points to arcane research or gildar as I remember) for E:WOM ended up working pretty much as well a
While I'm not really a Starcraft, or RTS in general fan, there was one Starcraft mod back in the day I really enjoyed. Essentially, you had a 'party of characters' that had a dungeon-type/wild west kinda setting that your characters had to battle through. No reinforcements/buildings to construct. This was actually a very fun mod. Unfortunately, I was playing on a roommate's computer, so I do not have a copy of the original Starcraft, let alone this on
OK, I'm pretty sure it's DesktopX that was recommended to me at the time: https://www.stardock.com/products/desktopx/ Of course, this suggestion was circa 2010, so I don't know if the interface files are still moddable with desktop x. Also, this WOULD require changing core files, so any such mod should have explicit instructions about backing up the original file before replacing it, as well as the mod file, in case the player patches and the interfa
I do wish you the best of luck on this. And generally, it is best to put all gamefiles in the MOD folder whenever possible (that way it is easily reversed if someone decides to stop using your particular mod), but some files sometimes have to be changed in the core files/core file locations in order for the changes to take effect (trial and error). I actually looked at trying to mod the interface a bit for a mod a while back, but this would have required purchasing certain
[quote who="Tao_Drifter" reply="3" id="3357737"] I find the pioneer spamming across borders annoying too. I also wonder about the mechanic that allows for resources to be moved from an outpost to a city that cross domain borders too. It seems like there should need to be an unimpeded route for the goods to move. So crossing a non-friendly domain's border should prevent the resources from reaching the parent city. OK. I guess I was
[quote who="Nick-Danger" reply="76" id="3357703"] Quoting Frogboy, reply 31...Now, if you want to complain about something in LH, complain about the diplomacy system. That is the single biggest disappointment in the Elemental games IMO. ...I disagree. Diplomacy leaves a lot to be desired it's true, but AI is the biggest weakness. In tactical games the AI continues to underperform by a huge margin (webbing units already webbed, etc.). In the strateg
On the XP thing, I've never really had a problem with experience being split between units in the stack. IN FACT, I'd argue that each unit shoud get an equal split, unless you want to get fancy and track how much damage a specific unit/hero did in combat and how many opposing units it killed. This is how it is done in several other settings (total xp for monsters, divide by number of members in party). Rolemaster used to give extra experience for using skills
[quote who="BlackRainZ" reply="74" id="3357673"] Disagree, plain and simple. I liked the original EWOM somewhat, although I didn't play it much after beta. FE was far better then EWOM and in my honest opinion, LH is the best of the three. I like it. Some of the things you want can be fixed. Monsters can be made to be more random for example, and stronger. You can make it so that lairs respawn in different spots so even if you destroy a lair, one might pop up some where else. <b
Sorry, double post
[quote who="Sythion" reply="65" id="3357579"] tjashen, I fundamentally disagree with almost everything that comes from your head. Quoting tjashen, reply 62 As I remember, the #1 issue with Dynasties wasn't that they didn't work (they worked fine), but that the kids had really wild/OTT stats, something that with some work could have been brought into line. Also, Dynasties make a great basis for advanced Diplomatic options.
I'm planting this idea here, so as to not distract from the LH discussions as it doesn't involve that game. I always thought spies in Galactic Civilizations were cool, and think a similar concept would be appropriate in E:WOM, especially with Dynasties in play. Thinking about some uses for them, I came up with this rather unrelated idea... What if there was an 'Auction house' function (similar to how the Galactic Council shows up in GC),
[quote who="phazonfreak" reply="61" id="3357558"] Quoting Azunai_, reply 60don't get the comment about boring early game either. in fact, if i had to name one strategy game with an interesting early game, it would be LH. That is indeed a very curious thing and I am genuinly puzzled how such extremely differing perceptions come about? I assume it has to do with what you expect to get out of a game within a certain genre. Early game is the most fun I have
[quote who="sweatyboatman" reply="58" id="3357514"] It's like talking to a wall. Stardock's vision for this whole series is a strategy game with RPG elements. There's no ambiguity there. Frogboy has put that right on the table in this thread. You may want this game to be X, but the people who are making this game do not want to do that. I know you think you're offering constructive criticism, but what you're doing is straight-
OK, I've been trying to hold back a bit, but now it's time to say how I really feel... Dear Developers. Please stop making this game more like Civilization or (insert title). If I want to play a game like Civilization, I'll buy that title. I don't want you guys to make another Civ game. I originally bought Elemental because it did a lot of things differently than Civ does. But I am currently seeing a lot of Civ-like mech
Yeah, I love the bonuses the various towers provide, so I'd build them Spell of Victory or not. A quick recap of a suggestion I made earlier: Spell Of Victory casting cost should scale based on the number of Elemental Shards you control versus the total number on the map. So, say if you control 50% of all the shards, your cost would be 500. If you only control 25%, your cost would be 1000. Or some other algorithm that lowers your casting cost if you contr
This could also be accomplished with formation icons to the right of the unit ovals... Essentially, click on your formation of choice, and it is highlighted in yellow. This would not require a separate window, but might limit formation options/require multiple columns. Double clicking a formation icon could bring up a mini window, d
Looking at the screen real estate, this might work better than a button at the bottom: Clicking on Change would bring up the Formation Chooser window that I alluded to above. I'm also thinking that there chould be a 'loose' and 'tight' option in the formation chooser, so if you prefer your units to be two squares apart, you'd se
OK, here is a graphical representation showing my suggestion r.e. tactical unit placement. The base location of units would be determined by some function (Side A of map, somewhere near the middle, etc.) that the game uses. This base location would not always be the same, to reflect fog of war and such. The game would do it's best to place
[quote who="sweatyboatman" reply="24" id="3357106"] Quoting tjashen, reply 23But imagine if those numbers could be double or triple what they are now? I'm going to go out on a limb here and say that mods, like MP, only boost sales on the margins (that is, anecdotally). Most people who buy FE/LH will play the content that Stardock provides and nothing else. And it's not like the vanilla game doesn't already provide a ton of replayability.[/quote]<
[quote who="Istari" reply="15" id="3356999"] Quoting Xan, reply 12 This thread is really embarrassing. It makes our community look like a bunch of comic book guys. Please refrain from personal attacks, xan. We do read through the threads and we are aware that our hard core fans, especially the ones from the beginning, aren't happy about the removal of encumbrance. The battle between complexity vs. focus has been with us for as long as games h
Hey, it happens, well in comedy anyways... Larry Deryl and Deryl - Bob Newhart Show
Yeah, don't feel bad about skipping Fallen Enchantress your first time around. Scenarios aside, both games are very much stand alone, and LH has a lot of cool stuff in it. Legendary Heroes looks to be quite the fun game for the first timer getting their feet wet in the Elemental setting. Plus, some nagging bugs that lingered in Fallen Enchantress have been dealt with in Legendary Heroes, so it seems more stable to me, which is a good thing. You can always go back
I'd be good with a 'basic formation' option, and the ability to change unit order in the ovals (drag and drop). So the units you want at the back would be in the first few ovals, and the units you want placed towards the front placed in later ovals. Or vice versa, although protecting the Sovereign is often the order of the day, hence why I think they should be first as they often are the highest level units in a given army, and often hang out in the back once tactical