Kudos for returning to the Elemental project(!) – Am one of those who’s played all 3, although most FELH. <span style="font-family: Arial, sans-serif; font-size:
WildBoarPie
[quote who="Derek Paxton" reply="2" id="3696577"] Unfortunately that is beyond my skill. ill ask one of the devs to take a look at it this week if i can repro it [/quote] The ZOC bug can be reproduced fairly easily on my system (and I expect on others) by starting a New Game or by Loading saved games until, on loading up the new map, the ZOC has disappeared. One easy way to see this is to start a New Game in cheat mode, reveal the entire map by Ctrl+U, then switch starting p
[quote who="Frogboy" reply="2" id="3670632"] Since there were no comments, I wasn't sure anyone was interested in the next chapter. [e digicons]:)[/e] [/quote] If we add some more comments, do we get the next chapters? [e digicons]:)[/e] Read Destiny's Embers last year, and rather enjoyed it. If you put the original script on here as a different version of the Lore, I feel you could always use the "Dragonlance" excuse that since all these stories are
Soooo, it's a month on.... Are we gonna get the next episode? I'd been just daring to daydream that this was a sign of the approach of an FELH / EWOM sequel (well, a man's allowed to dream!) [e digicons]:|[/e]
Thanks - I'd been meaning to point the compatibility instructions out too, but was slower to comment than Primal. [e digicons]:grin:[/e]
Thanks very much for those good words. It's been a great fun mod to play around with - though has been done over a long time, started over a year ago. I hope to find some time in coming months to make a few refinements. Interesting that you noticed the waterfall artifact. Water (both the sea and rivers) are very nearly opaque in vanilla FELH - When I first worked out how to make water more transparent, I found graphical artifacts under both that you don't normally see.
This Mod changes and adds scenery graphics, mostly changes to tree and foliage textures but also enhancements to the look of mountains and water. Because in a typical game of FELH some Terrain, Forest and Water graphics spend a lot of time and space on-screen the aim was to add color and detail to these, whilst keeping changes suitable to the murky style of the original. For full details of changes see the Readme file in the mod download; features in brief are: - Changes to mo
Oh dear. It's a sad, and rather ironic endpoint for a product line that started out with such high aspirations for easy moddability. Still, FELH remains a great game that's very customizable. Shouldn't someone have updated the pinned posts in this forum with all the 'false lead' tutorials about modding assets? Can't think it's good for newbies to the game to think assets can easily be modded later, then be disappointed (after all, Ultimate Edn was just rele
Hi - hopefully not a dumb question; certainly unable to find the answer elsewhere by searching: All the Mod tutorials about editing Models or changing their textures require the "Havok Content Tools" - but it appears these were recently made not available by Havok themselves - and there doesn't appear to be any other way to edit / read / write the .hkb file assets in the game? Am I right in thinking this means that there is now no way to do so? [e digicons]8C[/e] </p
I'd like to echo what's been said already; it's the map/landscape items that need most love - a player spends most of their time in-game looking at the sweeping landscape. Playing through my first game of FE:LH since I tried EWOM post-release 4 years ago; a striking thing is that the fine quality of the 2D art in backdrops (for 3D customised units, or leader picks) shows up the landscape assets that appear in the 3D environment itself. Unlike some others on here, i
For what it's worth, I'd say MoM is still very, very playable too - I played it recently, only a few turns a session at first, and then I found myself continually just going back for another turn.... I could not say the same for Elemental yet. I really did try!! And it was 'intriguing'. But it didn't pull me in nearly the same way. Curiously, for all the continued questions about graphics and the havok engine posted on here, I'd have to say that it's the brevity of MoM's many lit
In recent days there have been so many ranty posts about reviews I've avoided adding, but feel compelled to add a comment on here agreeing with the other level headed ones: - We all anticipate EWOM will be great. It's good now. I'm certainly enjoying it, and keep restarting despite the variable experience and bugs. - Sadly, the game does not however yet merit a review of 9. For it to be there, we have to wait. It's just not right to review now based on what is ant
"As such, there is no such thing as a veteran Imperial soldier. However, they can train up special, powerful units (Guardians, Enforcers, and Sions). These powerful individuals will routinely demonstrate the inherent flaw in trying to train groups of soldiers to be more effective. Greatness is born. Not learned." -Whoa!The Empire are, like, fundamentalist eugenicists!! Really enjoyed this lore - best I've read on Elemental yet! - Plu
Customization. - 'Nuff said!![e digicons]:D[/e]
[e digicons] - Playing the latest Beta, elusive 'fun' has been spotted a few times, but not sure if it's 33% of final fun?[e digicons]:grin:[/e] ... Alternatively, could say that if Elemental is intended to be MoM x 3, then 1Z should be
"Don’t quote laws at us. We carry swords." - Pompei "Let the laddie play with the knife. H
As another off-the-wall thought - Not about overland main-map but tactical battles probably - I remember a really good old game (MoM era!!) called Space Hulk that had pausable Real-time play (I believe something like pausable real-time is what we're expecting for Elemental tactical battles), except that pausing used 'Freeze-time' - Basically you had a Freeze-time 'bar', and when you paused the game (via a big 'Freeze' button) to give orders it ran down. When you un-Freezed and real-time
Juat brainstorming too - what about simultaneous turns like in Dominions - where all players set their Orders simultaneously, but no-one actually moves until the computer resolves the outcome and displays accordingly... Then doesn't just come down to the quickest with the mouse on that turn. Plus it's faster - and all resulting tactical combats can appear in a list - perhaps players spend seconds/gold to take charge of a particular one...
just a couple of wildfire points, as it wasn't suggested earlier - what about immigration drawing population from neighbouring opponents' (or neutral) cities (not from your own). - Another way besides combat to come into conflict with other players... I agree with this post that population should be a limiting factor. Food as a global resource creates a fixed formula that limits build - but having to shepherd your population around, to choose what's operating/producing at any one time
OK so I've been away scratching my head about the small vs. large town trade-off and have thought the following: - One reason we get city spam rentatowns in MoM/Civ is because all towns follow the same build tree and eventually max out (so far so obvious). Why not make it that (1) the whole Civ/Faction follows the build tree, but individual towns start based on what's been before ?(already something like this in the Beta via Research tree) - Plus, (2) Unless towns are rea
[quote who="Cerevox" reply="173" id="2547524"]I know in Civ at least i would almost always raze any city i took, typically because the AI was horrible at city placement, [/quote] Whoa!! You almost always raze any city you take? - Aha, Ghengis, you have been spotted despite your cunning Manga-esque disguise!! [e digicons]:w00t:[/e] - Easy balance method - International Criminal Court feature!!!!!
Fair points all - but most depend on how combat works. In any event: Smaller cities May be easier to take (depends how much of that small city is fortification!) - but if there are many of them they are also easy to Retake. - have experienced this in other games such as MoM/HOMM - where the enemy has more cities, progress is slow because you must stop to garrison/fortify before you move on. - HOMM players will recognise this - wherever I move my killer stack to take the next town, the
Agree with everything that's gone before. Just thought I'd add; - It's possible to follow a meaningfully different strategy with only a few clicks of the mouse ( - it was around before the word 'clickfest' was even coined!) - yet there's still plenty to do. - No animation longer than a second! (well, a few) - meaning that you can interact at reasonable speed. Think this is much more important than many realise - we now seem to get much longer 3D confected animations in th
A Simple Point (haven't seen it mentioned yet) - Allowing the player to grow each of their cities to any size (which has already been mentioned) is to some extent self-balancing anyway - - A few large cities is playing a higher risk game, as the opponents can capture a lot just by taking one - Many small settlements will take longer to capture, but will not individually be as productive So I think the player should be the determinant of city 'size' - not an arbitr
If we can city-spam now in MoM and Civ, if the drivers are still there to city-spam in Elemental, the player will still -try- to do it, just that they'll governor spawn/city spam instead of MoM's settler spawn/city spam. Heroes/family hard to get? Could become equivalent to making a new city settler expensive. Isn't there some way to more subtly remove the -motivations- for city-spamming the map? - For instance, in civ/mom it's obvious that you want as many cities as po