I think you forgot the sovereigns. And there are absolute paths (C:\Users\Heavenfall\Documents\My Games\Elemental\units\icons\Awrikatr_0_1423337085-810.png) in the baseunits.xml. The factions wont show up for me, but that's probably my fault and I "just" need to reinstall. [e digicons]:annoyed:[/e]
Magog_AoW
Yes please, i have the same problem. It would be interesting to know what sort of brain malfunction you have when you need to invert the mouse in every game you play...
A giant step in the right direction, but it is still so far to go that it makes me sad. Maybe my grandchildren will play the good version of elemental. And maybe there's an AI by then.
Yes please fix.
Hehe great smiles on those little buggers. Looks like happy goblins. Nice work btw. :)
I have played a few hours. Some random thoughts and bugs, not all 1.09n specific: * Where's the AI? He builds a town right next to me and I just waltz in and grab it as it is undefended... Then a few turns later it happens again. I need to play more maybe to see some aggression but so far, nothing. * TC: Hit points are removed before the actual strike. Makes TC less exciting. * TC: Extremely slow battles with some spiders, and they get gradually slower and eventually unpl
I found an awesome bug! Familiars can now cast global spells... In other words, they can summon familiars. Summon one familiar, then have that familiar summon a familiar, then have that familiar summon a familiar... etc until you run out of mana. By that time you have a stack of doom powerful enough to take out everything. Familiar farming ftw. :)
[quote who="db0" reply="86" id="2822175"]This is very exciting stuff. I can't wait for 1.1 now. Something I'd like to mention: One of the issues in games like this where you want to allow heroes to have a non-combat build (in this case: charisma), is that a build, implies experience points, and at this point, the only way we have for XP gain is via combat. To truly allow non-combat builds, we need to have a way to gain levels outside of combat. The obvious candida
[quote who="Gazz_" reply="75" id="2822124"]Without any sort of differenciation, all weapons only scale vertically. The "higher" weapon is always better than the lower one. That's a one-dimensional progression and yes, it does work for 1000 simple games. When one weapon can have a higher chance to hit but lower damage, weapons don't automatically become obsolete as soon as the better one is researched. By your simple ruleset, damage alone would make the ballista one
[quote who="Gazz_" reply="73" id="2822114"] Quoting Magog_AoW, reply 57I still don't understand why you complicate things so much. Just have Attack and Damage as two separate stats, all problems solved. I don't see how this new system will add anything but more confusion. Because just having one value each eliminates almost all means to balance weapons, armour, and stats. It's as simple as that. [/quote] Please explain. 1000 games before Element
I still don't understand why you complicate things so much. Just have Attack and Damage as two separate stats, all problems solved. I don't see how this new system will add anything but more confusion.
[quote who="BoogieBac" reply="53" id="2817510"] I knew I wasn't crazy. Boogie say antying about her boobs? We actually did have the 'boob' conversation...I think we ended on 'not whorish, but show a little skin' [/quote] Guys, you need to sell copies. Go for whorish.
[quote who="Jafo" reply="31" id="2818178"] "Single mother of four" was already rorting the system....likely breeding for welfare. Who gives a toss what happens to her? I don't.[/quote] What a completely retarded statement. This poor person committed a crime equivalent of jaywalking and have to pay for it with her life basicly. It's fucked up.
[quote who="ZehDon" reply="23" id="2817318"]Nice. I'm glad to hear that Elemental is going to be the best Elemental it can be, and not a mash-up of ideas from other games borrowed because those games are perceived as 'good'. [/quote] But Kael and the guys need to understand why those games are good and Elemental isn't, or we are going to end up with Elemental: War of Nothing again.
Considering that Stardock seems to think a tutorial is the same thing as a campaign, I'm not overly excited about this.
It will be very interesting to see if Kael can polish this little piece of raw software into an awesome TBS. While releasing Elemental unfinished was a disasterous decision, hiring Kael might very well turn out to be a brilliant one.
[quote who="Gwenio1" reply="131" id="2814585"] No. Just no. Limited resources are either no fun or the amout availible is so high there might as well not be a limit.[/quote] But it does make unit design more interesting, since you might actually have to design and build units that does not have the best armor or weapons. And maybe new resources could be found by research (as we already can), by casting spells or by doing quests?
Hey here's an idea. Why not make resources (except gildar and materials) limited? When you have mined all the iron in your mine you will need to find more elsewhere. Also, when you win a battle you get to recycle the equipment of your opponent. Say if a unit cost 1 iron to build, you scoop that iron up from the battlefield in loot. Or if you like, scoop up a percentage of that 1 iron. There could also be a "monster blood" resource you get from killing... well monsters. Or more rare th
[quote who="Gwenio1" reply="91" id="2813234"] Quoting Magog_AoW, reply 90 It's not broken so don't fix it. However, the economy is being changed already. It will be going to be based around your population and will focus on cities rather than resource tiles for the most part. As it is changing, it makes perfect sense to evaluate if there is a way to make the economy work better in the new model. [/quote] I'm just worried about the dire
The resources are there and they are working, I don't see any point in complicating things. It's not broken so don't fix it. What is broken though is combat, unit design, quests, magic, etc.
[quote who="NTJedi" reply="77" id="2812259"] The quests and notable locations are currently designed where they are way too predictable. After a dozen games the player knows exactly what to expect as each quest or notable location begins. The current Elemental design also brings more work for the developers and modders because it uses Quest_1 = #1 then Quest_2 = #2. As a result creating 20 quests is not only time cons
Hmm... At the end of Destiny's Embers I got the impression that Tandis and Talax had been Dred’nir/Dread lords, and that Tandis turned good. But according to this they must have been good guys and then Talax went dark side?
Interesting that so many people like the art style and the desolate landscape... That stuff is a major turnoff for me. But, you said positive. Right. Unit design is really cool. It is not very useful at the moment as the best unit to design is so obvious there's no point in producing other units, but with some more interesting choices this could be the feature that keeps me playing. If you add fire/ice/earth/etc damage, you could for example be able to design weapons with thos
[quote who="Twohawks" reply="8" id="2763970"] walmart insisted on some so.... Stardock said they would add it.. I believe book content is coming first because it was promised first.. [/quote] Well thank you Walmart! What a complete waste of developer time. [e digicons]>:([/e] I guess this is another argument for digital distribution...