Not sure what mod this is associated with (my best guess would be ACPv0.961), and some examples are saves linked in this post . I don't think the armors affected are properly being set to particular slots and they don't appear to have any defense value associated with them. So they are currently one-use items with no effect. Also, Rilis (standard Hero) starts with a Leather Cuirass with no defen
StevenRLynchAbundanceThatIAM
Yes, definitely all the custom magical bows currently function as one-handed melee weapons (shield allowed). Normal bows unlocked through the tech tree function as bows though. Here are saves from two different games with longbows that don't function at range as bows: http://dl.dropbox.com/u/8710134/Angels 1-24.EleSav http://dl.dropbox.
In a particular game played with some mods, there was a city that was close to other cities, but even after it grew a level, it stayed stuck with no new buildings able to be built, even after I destroyed one. I'm pretty sure it is a problem with the base game, and not a mod. Anyway, I'll attach the save game file and the mod directory I used. http://dl.dropbox.com/u/8710134/Stuck City.EleSav <a href=
Yes, it does appear that there is a bug somewhere. Best regards, Steven.
I think that Stardock needs to default all AI strengths to World Difficulty. If you go in and change the AIs (which would all start on World Difficulty) *then* they would be different to world difficulty. They had the right idea for a previous version of Elemental, so they just need to return to it to prevent future avoidable angst and upset. =) Frogboy/Kael, can you do this? That would be great! [e digicons]:D[/e] Best regards, Steven.
Talk about not being in the right context. If you have a new baby, then there's 99% (read: 99.9recurring%) chance that you'll have serious sleeplessness for a while. :P Still, it would be great if you could fit in some Elementerra stuff sometime in the next few months. But we all understand that's only a "maybe". ;-) Best regards, Steven.
Yes it used to work by applying the world difficulty to all AIs by default, unless you customized an AI player to be otherwise. Changing that has caused a lot of avoidable angst and upset. Best regards, Steven.
I like this idea. Hero outfitting of caravans would also provide a neat RPG twist to a 4x/RPG type game such as Elemental. =) Best regards, Steven.
I agree. Good idea. Best regards, Steven.
Except some players want AI improvements now, not later. Best regards, Steven.
I hope you get a good sleep soon! Hopefully there is a medical reason for your sleeplessness *and* it can be fixed very soon. Try not to do any driving while sleepless (as some recent test has shown that it can have a greater effect on reactions and judgement than a reasonable amount of alcohol over the limit!). I know it might be obvious, but a reasonable amount of proper sleep is crucial for practically everything we do, so I hope you get some good stuff soon. =) B
Merry Christmas (and/or Season's Greetings ;-)) to everyone! [e digicons]^_^[/e] Best regards, Steven.
Well, it seems that you just have to wait a bit. =) On a slightly different note, I have noticed that autosaves still can seem quite unstable, especially when there is an OOM crash. Best regards, Steven.
Well, I'm pretty sure that it worked prior to removing the modem. I'll just check by turning off mods in the Elemental directory's settings text file. I don't think I had exactly the same mods I had installed when it worked last. Anyway, I'm not implying that Stardock is doing secretive DRM or anything malicious - I just want to play Elemental (with mods if possible =)) while I don't have a modem connected. =) Best regards, Steven.
I get the initial Elemental start up screen, then no further (program is always Not Responding). Does 1.10 possibly still require internet access perhaps? Or any other ideas? I'm currently getting a modem fixed/replaced, so I don't have direct access to the internet from that computer. Look forward to your ideas and help to get 1.10 working! =) Thanks a lot guys, Steven.
Although I don't think you can convert gold to mana. Best regards, Steven.
It doesn't have to be exactly like medieval times in every way. And the combat is not particularly graphical. Best regards, Steven.
Or spell/s, at a reasonable amount of mana (a bit like the alchemy spell than turns mana into gold) for exchanging one resource for another? The world is about magic, why not use the notion of magic to integrate the transmutation from one resource to another, with appropriately magical graphics to boot? [e digicons]\o/[/e] This would fit in nicely as long as it is properly balanced. =) Best regards, Steven.
What about a marketplace for trading one resource for another - so resources could be exchanged? It could be so the population of the city/kingdom/empire determines how good the exchange rate is, but the exchange rate would never get to a stage where you're getting more value for the final result as you exchange initially. Best regards, Steven.
Agreed. [e digicons]k1[/e] Good, succinct points that nail the heart of the problem. Best regards, Steven.
Well, that won't necessarily stay that way. [e digicons]:D[/e] There are really good opportunities for creation possibilities that give magic users their own identity without relying on them beating people up with a stick. ;-) Kael and Frogboy, considering the fact that the sub-title of the game is "War of Magic", would you consider some of the possibilities discussed in this (and other) threads for threading the "War of Magic" into "Elemental"? [e digicons]:sun:[/e] &n
Yeah, you could even go the path of HOMM and have monsters guarding resources, or an Elemental-themed way of doing a appropriately balanced and interesting quest for the creatures who are guarding the resources, so you have an alternative to just beating them up. =) What are other people's ideas? Best regards, Steven.
Yes, especially design goals don't need tons of effort to get it down on electronic text on the company's own game forum. Two Questions I think a lot would like would be interested in answers to: 1. What is happening with Elemental's widely touted scripting support ? 2. Issues and solutions - what about the War of Magic ? Best
Having real obstacles on the battlefield, and restricting archers and certain spells to line-of-sight would be a good way of balancing spells and archery too. I agree with voodoochile - don't re-invent the wheel for everything. There is no rule that says you can't use some of other games mechanics to improve your own game. ;-) This is a War of Magic after all. Best regards, Steven.
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 at character creation of what unique spell yo