Good Morning Okay....I THINK I've got it working right. Would love some confirmation on that though. This is what I've done: For the code for the Lesser_Spash ability (shown above) I've simply REMOVED the part in 'red'. Ran the game. Seemed to work..gave damges of 6, 8, and 9 against a bunch of skeletons. Now my question: Does removing that part simply tell the spell to look at the unit's Pierce attack to obtain it's damage val
GFireflyE
FYI. Now that I am in front of my home computer, here is the code for the LesserCatapultAmmo from the CoreWeapons.xml Catapult Ammo Heavy shot suitable for smashing walls or unprotected foes. &n
Looking forward to the results!
[quote who="geosch" reply="46" id="3373393"] I second many of the comments already mentioned, but the one AI issue that stands out for me is the other factions' passivity. Maybe it is my charming personality, but as long as I don't do something extremely aggressive the AIs seem to watch /allow me to get stronger and stronger - and then they offer me money! I just finished playing "hard" world" with "hard" intelligences of AISs and the same happened. boring. &nbs
[quote who="N1ghthavvk" reply="16" id="3373282"]Firefly is, as often, spot on with his ideas. In my humble opinion I really like the changes to the "Magic" Tech Tree. Thematically correct, I like those changes. Also I will point you guys towards this post where some of us gathered a few typos: https://forums.elementalgame.com/443787/page/1/#3371223 I would appreciate it if those fixes made it into 1.2 [/quote] Thanks for your vot
It depends in part as two which Champion options I have available to me as well as what my start game conditions are as well as what compliments my choice of sovereign. - I've styled a healer hero. - I've styled a Commander for roads and research. - I've styled an assassin for AI sovereign ganking. - I've styled a defender to keep my fragile units alive, It really really depends.
wow. you are getting mighty lucky with all those excellent city locations. I agree with your comment about Umber and Resoln in that their bonus creatures may be causing a fake power level to exist. Umber more than Resoln though as you can pick up some REALLY strong beasts right away and Resoln's young corrupteds are pretty pathetic. I have an idea that may address the issue: Suppose, if you successfully cast Tame on a beast, the experience that you
[quote quoting="post"]*** Unreleased *** Balance Increased Adventurers Boon trait from +8 hp to +10 Ironeer Ale increases hp by 2 instead of 1 Reduced Bless City spell casting cost from 500 to 250 and the effect from -30 unrest to -25 Reduced Curse City spell casting cost from 500 to 250 and the effect from +30 unrest to +25 Increased Propaganda spell from +1 gildar per essence to +2 Increased the attack
[quote who="parrottmath" reply="2" id="3373062"]The reference to the level milestone is how the ability is cast. Notice that the catapult attack comes from the ammo. Just like the bow attack. I believe this is where the connection between the unit attack, i.e. the level milestone. Not exactly sure what you are trying to accomplish here, but I would probably create separate ammo and for the basic catapult attack and one for the lesser catapult. Adding appropriate health modifiers an
[quote who="atlatea" reply="1" id="3372828"]From my personal experience: 3) Trade treaty is 10% of your total income. Economic Treaty give x % bonus to your capital income (depends on how far your capital from AI capital) [/quote] This is very backwards, imo. There is no reason NOT to get a Trade Treaty going if you are boosting your income by 10% based off of YOUR income. You have FULL control of how much income you are going to make. If dipl
Good Morning Alrighty. I've been struggling through this, but would love a gentle push in figuring this one part out: To date: I now have a successful Lesser Catapult Unit. I now have the Lesser Catapult successfully attacking a single tile with it's basic attack. I now can successfully attach any ability I want to that Lesser Catapult Unit and for the most part play with any value. For the most part... Essentially what I
[quote who="parrottmath" reply="86" id="3372897"] Quoting GFireflyE, reply 85 1) I've never liked the fact that you can expand your city and eventually see fertile tiles popping up on the edge of your ZoC. Is it possible to change the range in which you can separate cities from 'X tiles from city-hub' to 'X-tiles from city-type tiles' ?? The intension of this mod wouldn't restrict cities from growing towards eachother (with the two tile limi
[quote who="TheTeaMustFlow" reply="1" id="3372922"]Wouldn't this make Decalon civs greatly overpowered, as they are able to build outposts without using settlers (and therefore have much more territory and more cities because they aren't wasting settlers on outposts)? [/quote] Just about to say the same thing.
yes. In this order: Highest --> PS3 --> Xbox360 --> PS4 --> XB1 --> Lowest I have been VERY unimpressed with the new models. Both are WAY too 'cloudy' and intrusive.
[quote who="Illauna" reply="18" id="3372834"]Umm think of it this way your making little towns and they later form together to make districts of a much larger city. I actually like that I can customize how my city looks verses civ 5 where every 20 pop city looks about the same and the look is beyond my control [/quote] but they are separate cities....so it would hurt your unerst. Or you leave them....and the AI settles....and you can't 'salt the earth
[quote who="Heavenfall" reply="114" id="3372819"]Well, the situation doesn't change from one post to the next. See my previous reply. You can also overwrite the install file instead of doing it from /mods/. [/quote] [e digicons]x_x[/e] yeah...that's what I've been doing to date. Just wanted to make installing the mod very easy to undo...should players want to undo it.
Good Morning Parrotmath: Have two ideas for mods....that are clearly outside of my ability....but may be within yours, providing that you are willing of coarse. 1) I've never liked the fact that you can expand your city and eventually see fertile tiles popping up on the edge of your ZoC. Is it possible to change the range in which you can separate cities from 'X tiles from city-hub' to 'X-tiles from city-type tiles' ?? The intension of this mod wouldn
[quote who="sjaminei" reply="10" id="3372776"] Here is your problem. First get the manual select improvement placement on your menu. Snake that city in a direction, and when you reach 4+ tiles from your city you should start seeing more city sites. (usually just grain+materials, but if you are city starved they work well enough) Monuments etc. are cheap and should be built for defense either way. [/quote] This is something I actually really don't like about t
[quote who="Illauna" reply="15" id="3372811"]Also don't forget to account from bonuses from resources like clay pits. They can be feeding the AI from a very long distance as long as that city is closest of their cities to the resource. [/quote] It was there first city and the beginning of a game (within 10 turns). Unlikely they are obtaining bonuses from elsewhere as I see around there entire ZoC. As mentioned, they had two clay pits right beside the city hub, but both
Good Morning In an effort to generate some discussion, I would like to throw a series of questions out there in an attempt to gain better understanding about the following two treaties: Trade Treaty: grants +10% of other factions income to yours? Economic Treaty: grants income from caravans (how much?) and as a consequence provides connecting roads between capitals? 1) Why have two treaties that provide economic benefi
[quote who="davrovana" reply="13" id="3372805"] Quoting GFireflyE, reply 11 I just started a game on hard/hard and quickly came across Umber who's capital was a 5/5/2 with 2 clay, RIGHT beside and 1 death shard and 1 Iron Ore within spitting distance. Um....what ever happened to 9 being the total a site can see? AI gets bonuses to yield when they settle, I think. So the tile fits the max, but the city gets extr
I'll still boycott.
[quote who="Heavenfall" reply="112" id="3372769"]There's no way to remove a tag from an existing abilitybonusoption from the /mods/ folder. As you say, you'll need to make the old one unavailable and come up with a new one. [/quote] That's turning out to be my beef. As you look at the 1.2 changelog, I've got a whole bunch of balance changes that I'm aiming to make a mod out of. Currently I've just been replacing code in the game di
I just started a game on hard/hard and quickly came across Umber who's capital was a 5/5/2 with 2 clay, RIGHT beside and 1 death shard and 1 Iron Ore within spitting distance. Um....what ever happened to 9 being the total a site can see?
Good Morning me again. XD If you don't mind, I go though my list of comments from your, as always, very interesting Let's Play. 1) For starters...you got yourself a 4/3/2 but I simply have got to ask. Where in the world of Elemental did that essence come from? Nothing nearby generates essence... 2) I see as your capital reached level 2 you had a difficult time determining which way to go. You couldn't explore or consider your other possible