[quote who="Vallu751" reply="55" id="2916033"]Agree with most of what Vandenburg is saying. However, I don't see why mail should get a special bonus against piercing. Sure, if the angle is really bad, then a piercing weapon would probably glance off. But if it hits within a reasonable angle, then those linked chains will provide virtually no deflection and the joints are not powerful enough to stop a blow which has it's force concentrated in a very small area. The whole point of a poi
mqpiffle
This is because the tag does not work, as well as bad coding and / or documentation. This spell should be removed from the game.
[quote who="Derek Paxton" reply="7" id="2914815"]Link?[/quote] Methinks the Big Boss Man might be in trouble...
[quote who="RavenX" reply="9" id="2913927"] Quoting mqpiffle, reply 7When the city level-up dialog pops up, the citys info screen shows up in the UI toward the bottom-left of the screen. This feature is already in the game, folks. We're looking to see what bonuses the city already has (if any). I don't think that displays just by clicking on the city with the decision box in the way.[/quote] Please try it out. It's there. Really. </p
When the city level-up dialog pops up, the citys info screen shows up in the UI toward the bottom-left of the screen. This feature is already in the game, folks.
Perhaps, with regards to marrying off children, some of the [dynastic takeover when a sov dies] functionality can be worked out in diplomacy with other nations. IE "If I die you get X cities, if you die I get Y cities." If players think the dynasty system needs an overhaul, then the diplomacy system needs 10x that work, so might as well improve the both of them together.
[quote who="AlLanMandragoran" reply="2" id="2912021"]I nominate Lord Xia to add some color commentary.[/quote] I second that. It had better be good, Xia...
[quote]Throw me a bone here and don't make me go back to CIV5![/quote] I would not wish this on either my worst or best enemy.
I'm getting this exact same bug in 1.19i.
Hate to say this but maybe it's your PC. My $800 HP middle-of-the-road PC purchased at Staples handles this game just fine.
[quote who="vorsman" reply="27" id="2911171"]Hi, could anyone tell me step by step how to get it to work? Downloaded Carlzilla files, Cityhubmods1.1 rar, it contains Z_K_Cityhubs.xml and Z_F_Cityhubs.xml. I tried putting them to program files/stardock/elemental/mods - diden´t show up in game, then i putted in my doc/my games/elemental/mods - same. Both times i had mods enabled in options and i started new game. Have original copy and up to current update if it is i
[quote]I haven't experienced a "normal" OOM (from just normal playing) since 1.19d but I religiously never load a game on another game in the same instance of Elemental. I'm positive I would be reporting more OOM's if I did that.[/quote] Same here. I have yet to CTD (except ~50% alt+TAB-ing DX error) during these latest builds.
I agree with you, xaltotun, and I understand some people's frustration because they really want this game to be bad-ass-super-awesomeness, just like I do. I guess the point of my post was that if Scritty is unhappy with the performance of the beta version on his machine(s) then it might be more meaningful and helpful to calmly report the problem(s) on the support forums or simply revert to a more stable version of the game.
[quote who="Scritty" reply="11" id="2908221"]This version crashes even faster than the previous few releases. And for me - after MONTHS of trying so hard to get this game to work just to a barely reasonable standard - I've had enough I don't want to get down - but I've had this game for the best part of six months now - i've tried over and over and over again just to get the slightest bit of enjoyment out of a game in my absolute favourite genre. Seriously - still not ev
Hey all. Just want to let you know this mod is still in development. I have been spending some time play-testing my work, making changes as I go along. I will not be uploading any new content until I have a significant number of new spells in my library. I will be working on new elemental-based spells next. Stay tuned!!
[quote who="Derek Paxton" reply="74" id="2907663"] Quoting Sethai, reply 68i don't mean to sound impertinent, but why? some players (not me) just love to game the system. the old neverwinter nights boards were full of impassioned debate over how to build the perfect archer. randomising traits won't stop them from doing this, it will just slow them down a little and annoy them. better just minimize their potential for abuse by keeping the possibilities fairly balanced. This is exactl
The whole GUI is terrible. Plain and simple.
[quote who="onomastikon" reply="81" id="2906988"]My question was this: Do you mean that in v 1.3 the ratio of HP / Unit will remain fairly similar, but that for that same base unit one would require FOUR population instead of ONE? In other words, will the materials cost of training a unit with X hitpoints increase fourfold, will the population cost of training a unit with X hitpoints increase fourfold? This will have consequences across the board that go way beyond the question of unit balanc
[quote who="Frogboy" reply="72" id="2907264"]One of the things that eats up a ton of memory are the custom generated player cards that everyone has. That's something that I really didn't think of as being an issue but when you have thousands of units, it's a big deal (even though most of them would share the same one). [/quote] You mean the little card that shows up at the bottom right corner of the screen? I would agree to axe that and add more useful info to the ch
Very nice! Keep up the great work!
Yeah, the shard XML is a bit confusing, since it is broken out among a least two xml files. Really they are both simply resource files, the shards.xml file just defines each elements appearence (ie I believe there are 5 different water shard models, a few earth, a few fire, etc), the text on the little cards that pop up when you click on them, etc. I'm not sure that some of the tags you mentioned actually affect any other XML, though they may be hooked up to the other code. <
I would like to see a complete overhaul of the UI to make it more intuitive, informative, customizable, and mod-able.
[quote]9. You still can't look into a city that gets a level (to choose a good bonus)[/quote] When a city's level pops, that city's stats show up in the UI at the bottom-left. You should easily be able to decide on which bonus to take from that information.
Updated to v.0.18 Hotfix. Inadvertantly when using this mod you would start the game with 1000 gildar and some extra research points, spell points, and gildar per turn. This was not intended and has been removed. Order is restored.