From the pictures and vidieo's they have shared it looks great. I can't wait to try the beta.
xaltotun
That all make sense. Thanks again for the great mods.
Heavenfall, After playing EWOM with ATW, Artifact , and EF installed for awhile I have a couple of observations: 1. The dungeons are a lot of fun - some provide quite a challange. Given the variety of defenders in the dungeons I can see only two potential gaps: a. Lack of archers in the dungeon defenders. b. Lack of higher level creatures. Did I miss something and, if not, could these two be added d
Magic in EWOM with the ATW mod has a bit more character due to the ability to add level up points to spell power. It differentiates the magic users a bit from one another. In addition, its nice to see the AI using spells a lot more often. Magic is mostly in balance due to the limited number of shards available. That keeps it from being overwhelming. The main remaining issue is the available spells - they are not that interesting and a number of them a
Thanks for the quick reply. I will give Elemterra a shot. There is a mod map from very early called "The Great Faerge" (or something like that). It's very large and has a lot more than the normal number of resources and monsters. Your mods work the same on that map as they do on the maps included with EWOM.
Heavenfall, These three mods (ATW, A, EF) are great fun - it's made me come back to EWOM from Dominions 3, MOM, and AOW:SM. Do you know if these mods work with the random map generation mod (I think it was called Elementerra) that was available earlier in EWOM's development? I would like the ability to use your mods with some different map configurations. Thanks, Xaltotun
Heavenfall, Thanks for taking time to reply on my "run as administrator" problem. It turns out that I needed to start Winzip as an administrator - not extract as an administrator. Doing it this way I was able to update EWOM with your mode. So this Vista issue is resolved in case you have any other people who have the same problem. I would also like to thank you for taking the time on all your mods - the ones I have tried make EWOM 1.4 a
Heavenfall, I tried to unzip this mod to the install directory. It took some of the files but for others the computer said I did not have administrative privilages and would not complete the update. Have you run into this before? It may be pretty basic: my system uses windows vista. While I am the sole user of this computer and have done some "run as administrator" updates before thats not an option when I unzip the file. &n
I downloaded the Elementerra2 zip file and unzipped it. When I try to run it, however, nothing happens. Is there a specific location that the unzipped file needs to be or is there something else that I am missing. Thanks.
The larger map sizes being a memory problem makes sense. However, it's also unfortunate. The larger the map (and the more the resources) the more fun I find the game to be. I hope in time there will be a way around this.
My take: !. The game is more stable (v1.19h) on my machine than it was before. 2. I agree the city building, wandering heroes, etc are better now. 3. I also agree that magic needs some work. 4. The game needs more magic items to win and the ability to make them, more varied adventures (magic caves, etc), and more player control at game start over number and difficulty of wandering creatures, as well as over frequency of special tiles (gold mines
I am sure that everyone understands we are playing one in a series of beta versions. However, insuffficient progress has been made on the main issue - OOM. I like the game and also think very well of Stardock and how hard they have worked on this game. It is important, however for the users of the game to be clear that, while we support Stardock and their efforts, the game is not yet ready to leave beta.
I agree that the OOM error has not been fixed. It would be most unfortunate to come out with a production v 1.2 in the games present state. In the meantime I have been able to finish a game by playing in a window rather than full screen, minimizing the window at the end of every turn, opening and closing the PC's browser, opening the game window back up and then pushing the end of turn button. This method was suggested by several posts in the forums a
1. During the set up of the game the sbility to control the frequency of creature spawning as well as the maximum level for spawned creatures. 2. More magic item variety in loot. 3. The ability to craft magic items. 4. More spells. 5. The ability to combine individual and/or small units into larger units. (that should require both cost and training time.)
Overall that is great news. However, your comment on squashing the open ended nature of the game is not good news to me since that is one aspect that I really enjoy. If you have to limit number of units or variety of unit types then I hope you do it in a way that allows the player to have the option to change those limits. There are other things in this same catagory - for example frequency and level of random monster spawns.
In addition to the OOM issue the AI never seems to build Party or larger units. It also never seems to use bows. That really makes it too easy for the human player. The latter two issues have also been true for some time.
Great news Frogboy! Now all we need to hear is that we will soon find random magic items like a +3 sword of life stealing..........
I am now getting the same OOM lock up on saving the game that I did with 1.19 that I did with the previous version. It just takes a number of turns before the problem shows up. It looks like the memory fix in 1.19 did not take care of every OOM problem.
No crashes since moving to 1.19b. I had a lot of oom crashes in 1.11 however.
I have not had trouble with finding monsters too hard to kill. There are a range of monsters some easy and some otherwise to deal with. I would rather we had the ability to select frequency of monster spawning and degree of difficulty for monsters in the game set up. But that is not the question you asked. I don't sense that armor is overpowered as I have had some monsters kill well armored units. The low level monsters have a great deal
Since v1.1 came out I have not run across a single Lost Library. The same seems to be true of 1.11. Did Lost Libraries get removed from the game and I missed a note to that effect?
Second time is a charm. I unintalled a second time, reinstalled again and the content was there. Oh well. Operater error I suppose. Thanks again.
Thanks. I did uninstall the Destiny's Embers content and then reinsstalled it but it did not reappear.
While I am not quite sure where we are overall vs the original plan for phased in content for those people who purchased the book Destiny's Embers, I do know that awhile back we received some content as characters from the book as soverign choices. Since we went through the second (1.09) beta phase and moved to V 1.1 that content has disappeared from my computer. Two Questions: 1. Does anyone know how to get the content that was previously released back for v1.1?
Elemental is a lot of fun at v1.1 as the result of a lot of good work by a number of people. I expect Elemental to get better as the result of the work of that same group of people. There is no way that I can tell for sure if the addition of one specific person will change that trend and make this a bad game or if the current improvement trend will continue. What I will do is wait and see what happens and make any judgemen