That's so sweet.....perfect for my Unique Defenders mod. Will be making use of.... [e digicons]:)[/e] ...and credit where credit is due. [e digicons]:thumbsup:[/e]
GFireflyE
What you can do? Stick with Starcraft I. :p I've feel like Blizzard went the complete wrong direction with the sequel. Good storyline though.
[quote who="Ericridge" reply="2" id="3450416"]Consulates, use them. Its heck alot better to build a consulate than have a level 1 village until the end of times. [/quote] The AI does not yet build outpost upgrades. That and the Consulates is a very overpowered upgrade imo.
[quote who="NaytchSG" reply="1" id="3450961"] Bribe the modders here on the forums with free future Star Control and Elemental 2015 games to let you use their mods as part of the base game. There is a lot of great stuff here, and frankly it is a pain in the ass to use the mods folder to try and manage them all. The mods could even be tweaked and sold as a "People's Choice" DLC at some point. Get the legal department on it! [/quote] Or inc
@ domino215 - I like you're 'coalition' event idea. - If neutral cities were added into the game, then it would be possible for cities to rebel under high unrest and become netural. The trick here would be when conquering another faction's city, the player would require enough time to sufficiently deal with unrest. In additi
A thought for a possible upcoming DLC: A 'Late Game DLC'. Pack it full of high level loot, epic multi tile quests, a slew of high level heroes, new cut scenes for late game happenstances, epicly casted spells, heavy impacting events, and unique late game music for each race type....encourage players to delve into the game again and again and again to get at all the cool late game stuff.
[quote who="Eunomiac" reply="14" id="3450840"] Empire Instability --- Large empires shouldn't merely become harder or more expensive to run, [/quote] Or a %chance late game event where a section of your empire breaks off and becomes a new faction...
I find that I enjoy attaching a role-playing-ness to the experience of my 4x games. There exists an often used fallacy in games. Often I find that the developer has some neat idea: a new mechanic or unique feature that they want to show off....you see it used once or twice...and then that's it....no more for the rest of the game. An example of failure comes from the top rated game KOTOR that I love and am currently playing. When you depart Taris you ha
I don't think this tells the whole story. I would imagine most players play LH with steam in offline mode so the steamcharts wouldn't track that...
[quote who="Frogboy" reply="114" id="3450123"] One more sneak peek at what might best be referred to as Elemental 2015 Cities use 1 tile on the map but cities claim additional resources from adjacent tiles as they grow. [/quote] Seems like going to 1 tile cities is a step backwards from the success seen in LH. It's an aspect I've really enjoyed about the game. Never the less, hinting MOM2 get's my attention....so I'll kee
no surprise there. Windows is having a hard time selling there own product....3rd parties shouldn't commit either.
Oh! That's why I see the silhouette of the wisp body.....I thought it was a persistent bug, but it's because I play with Character Outlines on. Seems a bit of an oversight to not have an override for this type of unit....the first case should exist whether you have Character Outlines on or off for this type of unit...the one that is mostly invisible and should not have a silhouette.
Good Morning I've recently been pondering how weapons and armor are each being treated differently in the realm of Legendary Heros. Armor - The hero/soverign needs to acquire the prerequisite trait prior to donning said armour. Weapons - The hero/sovereign can wield any weapon and suffer the pros/cons of said weapon, the only con really being initiative penality. I've seen many on these threads express their concern over this initiative penalty...
@Derek Request: Would it be possible for the 1.6 changelog to include some changes to the number and types of city defenders towns, conclaves, and fortresses have? I have previously put together this (to be used as an example if you don't like the balance of the idea): https://forums.elementalgame.com/451304/page/1/#3441614 . I'm hoping for a tad more dynamics when it comes to city defending...<
[quote quoting="post"] -Add in a early game siege engine or make catapults available earlier and scale. -Reduce the amount of Militia but allow them to upgrade their armor. -Add a Mage Tower to conclaves. -Add bonus Militia to Towns. [/quote] Good Morning Really like the direction you are taking with your mod; even though you make my only two additions obsolete. :p <a href="https://forums.elementalgame.com/445925/page/1/#34
Here is the mods I use.....mostly adds content to the game without changing anything overly dramatic to the game's mechanics.... https://www.dropbox.com/s/5nlc5lfp5f49lez/Mods.7z
[quote who="Aedelric" reply="22" id="3448845"] Random Map Expansion DLC, the name alone makes it an automatic purchase for me.[/quote] Yup. Me too.
Knight and Day. It's a casual thriller for a nice sit down at home with the wife...
[quote who="anc40" reply="99" id="3447980"] I should like to see naval units, myself, as a way to give more tactical options. Assuming ice elementals would be able to traverse water terrain without penalty, they would be able to capture lightly defended cities on the coastline without having to slog through all that ground territory to get to it.[/quote] Imo, Naval units will overcomplicate the game world. Only way I see this working is if many changes are m
You definately didn't need to share that information....so I appreciate you doing so. It's good to know that DLC support is required to continue developing FELH. [quote quoting="post"] The next DLC: Spouses For those of you reading this, the next DLC is going to allow players to have spouses. Kael has meticulously designed a spouse for each player (and to be honest, they’re way cooler than the sovereigns because Kael got to really go crazy with these).<br
[quote who="Sunray242" reply="84" id="3447575"] Healing Champion's injuries: There must be a better way than to ruin my economy to buy an expensive potion to cure 1x condition. (infirmary building?) [/quote] Expanding this thought out a little: If you play the game for long enough, it always seems as though every city gets every building available. Having more buildings would be an excellent start in further forcing the player to mak
[quote who="Crastiloowa" reply="60" id="3446761"] Quoting DsRaider, reply 55 I hear a lot about tech trees but personally don't think they have much to do with factions playing different. Just to pick out this one item - you could (potentially) do a lot with a wholly alternate tech tree. Just to name a few examples Simple re-organization so that "late game" techs come early and early techs late. Fo
You've installed Patchwork. That places you're game in the far left field from what SD originally intends. Not sure if you're recommendations are relevant to the base game...
[quote who="Island Dog" reply="24" id="3446781"]I'm just going to agree with everyone else here. [/quote] LH does not seem to be coming up very often... Ocassionally I see it 5th....3th....a few 2nd....but not often. I'm hoping that LH 2.0 readjusts everyone's list to 1st.
[quote who="Zarkov" reply="40" id="3446526"]By Durin's beard. Did anyone say Dwarves? I'll pay for a Dwarf race, Dwarf loot, Dwarf adventure areas, Dwarf Mammoth riders, Dwarven hammers, Dwarf cities, Dwarven finery, Dwarven ale, Dwarven diplomacy failures, Dwarven architecture, and Dwarven scarves with pictures of trees being chopped down, with some angry Elves watching! And dangerous Carp in the waters to go with that! *takes anti-excitement drugs* [/quote]</p