Wow I really like this, Looking down the list all your prefixes and suffixes seem grand. This game is crying out for the excitement that comes from randomized content and this a great tried and tested way of doing this. I will download any weapon packs that come from this :) Oh and a quick question, are these weapons going to be the default colours or are you going to edit the colours in the xml where appropriate... like the golden prefix could make the weapon golden in colour, ...of
xStarfirex
[quote who="Yskonyn" reply="46" id="2846674"] High level monsters are cool, but if they start to roam the map they can become a problem early on as we have seen in earlier builds of the game, so a different solution has to be found here. Maybe a trigger that Dragons, for example, can be found by exploration, so we know where their lair is, but they do not roam very far from their lair initially or something.[/quote] Agreed, I think lairs are a very cool idea and I have
[quote who="kenata" reply="30" id="2846666"] While there are currently no lava pits, I think if you look at the tactical maps you will see that the game does support different tiles to have different tactical modifiers. This may not have the same appeal as knock a guy into some lava, but you can still take advantage of the different tiles to give yourself an advantage.[/quote] Indeed and I shall certainly be taking that advantage in my next play through :)
[quote]I could almost imagine it broken down to 3 like: Civilization Lore Magic where Warfare, Diplomacy, Adventure and Magic get split into these areas. Or put another way, the 3 basic means to victory should be the paths like Mundane, Magic, Adventure. Win via Lord hammers, win through devastating spells, win through powerful creatures and allies or some combination.[/quote] I quite like the current trees however I feel <span s
[quote who="StevenAus" reply="5" id="2846629"]I think all Sovereigns should start with a decent intrinsic (maybe direct damage, maybe other) spell with a cool name, that could be used (depending on the spell type) 1-3 times a round for 0 or minimal mana cost, depending on the type of spell. They could *perhaps* have range limitations (maybe 3?) depending on other factors, or alternatively could augment the Sovereign's own melee attack and defense. Even better if there was a choice
Great work Kenata, I was reading through all the abilitys and the ones on the axe which push the enemy back could lead to some great tactics if we could add some modificatiosn to the battle maps. Set your army up 2 squares from a lava pit and then knock the enemy back into it sparta style.
Perhaps because your first city is being founded by your sov your sov could also automatically buff the city with a one off spell which grants a bonus the the stats of defending troops. This buff could last for 50 turns and take one mana to maintain. You could cancel the spell at anytime to get that 1 mana per turn back or after 50 turns the spell fades and you get the mana per turn back anyway. This would give other nations a chance to survive an initial zerg rush from the above strategy yet
Ah I see. No then I do agree with you that in those first 20 or so turns you shouldn't have to be fighting monsters the like of which you described. They do need to address that at some point. To be honest I feel at some point the way monsters spawn on the whole will be changed, I can't see it staying in the game as a tech.
[quote who="Archonsod" reply="8" id="2845534"] The +% bonus various squares grant to their occupiers don't already do this?[/quote] They could be better.
I am sure you can go back to 1.09e by unchecking the option to see pre release versions and then shift right clicking on elemental in impulse and selecting to verify the install. It should then tell you that you are using the wrong version and revert you to 1.09e
... So are you asking for them to remove the element of danger? If you researched equipment (15 turns) you could have put some defense on your sov and janusk and that would have made a big difference... not to mention if early exploration is your thing then you should pick traits that allow you extra hp, damage and also perhaps pick some armor on the sov creation screen. Out of interest what world difficulty are you playing on?
[quote]http://www.collegehumor.com/video:23267[/quote] Hehe that was brilliant, Pokemon jokes aside all games need something for people to collect.
[quote who="Delmoroth" reply="20" id="2845434"]You guys are missing the easiest names ever. Elemental : Copper Elemental : Gold Elemental : Silver Elemental : Lithium Elemental : Not like they are gonna run out of elements anytime soon. Dunno how effective your marketing would be though ;/[/quote] Very if they release them in pairs and only have certain monsters available in each. You w
xElementalx Elemental: Path of the White Dragon
Elemental GT?
I personally wish all the stuff in the adventure tech tree to be rethought. Everything in that tech tree in my opinion needs to be happening far more seemlessly and dynamically "behind the scenes" as the player plays the game. To me it is killing some of the magic of elemental knowing that so and so monsters are only spawned due to something I research, it is the same with quests, and heroes. If they really want the world of elemental to feel more alive they need quests, heros and monsters to
I notice that when we create our sovs that even when your remove all their clothes they still are left in a set of "undergarments" so surely you could change any given default to "nothing" and they would just appear in the "undergarments" that already exist, and I don't see why removing weapons would be an issue as sov's start unarmed.
I feel guilty in that I have only just tried this mod out. I have to say it really is brilliant. I am about 200 seasons into a 10 faction game with all your extra factions involved. Those crafty goblins have wiped out the elves within 130 seasons, which is a dam shame as I was planning to strike up alliance with the elves once I bumped into them. Really great mod thanks for shareing.
Octopus Of Magic.... I thought he was fine as he was, certainly didn't see any need to "fix" him
[quote who="BoogieBac" reply="2" id="2844450"]Champion's come with 'default' equipment, meaning those are the items that are used if nothing else is filling that spot. Not trading these is as designed. Not clicking through to the resource below a unit would be a UI bug...noted to the team [/quote] In the long term you might consider adding a layer under the current "default" equipment so that if we wanted to remove a champions clothes and weapons we could and they would rev
I have strategy that involves no war and only two citys are needed (well only one if your patient). So here it goes. My aim at the start is to build a level 5 city that focuses on tech and only has 8 villa's. This city will have 16 librarys and the world wonder that adds 100% to tech. The initial goal is to be able to provide the 8 food for the 8 villa's. So I take a sov with green thumb and of course you get the starting farm, this gives you 7 food. The extra one food you can get how
[quote who="Redwind85" reply="7" id="2844374"]yes and lets not go world of warcraft on loot - i still dont fathom how a wolf (normal wolf in warcraft) carries around a armor - was a funny moment(s) when weird loot appears- make special loot kill a wolf - get a pelt kill a dragon get a dragon scale yay! [/quote] Yeh I don't see any problem with loot tables making sense... for example one of the really cool things a wolf could drop could be an enchanted wolf too
[quote who="Oranisagu" reply="2" id="2844330"]while they're at it.. why not make an army-screen where you can reorder your units not only for the world map (and thus defining the leader) but even tell them where to start in battles (I hate when my casters block the frontline and my warriors have to walk around them..)[/quote] yup after 1.1 we really need them to add a starting grid that we can customise for each stack to we have can have a say on how our units start the battle
1 population = 0.1 gildar. You can't affect this tax rate in game. Mana comes from shards and this amount can be increased by a tech in the magic tech tree. You can also get an increase of +2 from choosing one of the Sov traits when designing a custom Sov. If you then pass this trait on to your children you will get an additional +2 from each child with the trait. Hope this helps.
I would be happy if they just increased the size of the loot tables. I think every mosnter should have a chance, however small, of dropping something cool. ps. and by cool I don't mean salted pork :)