Ashnal

Ashnal

Joined Member # 4876636
1 Posts 40 Replies 3,848 Reputation

Is there anyway to give players a warning or an ETA on monster lair upgrades? I know we're under time pressure to clear them out, it would be nice to know when lairs are going to upgrade so we can get an idea of how much time we have to work with. I've had a few occasions where my army is finally strong enough to take on a lair I passed by earlier, but as I travel to it it spawns enemies way out of my league a turn before I can loot it.

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So with this mod, with Stylized Lighting on it is really dark. With Stylized Lighting off it is much brighter. What does the Stylized Lighting setting do anyways?

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[quote who="crimsongekko" reply="601" id="3271397"]what I mean is: my last MA session was at easy/easy. my sov moved 2 tiles away from the capitol and got killed by a gang of syndicate baddies. now I do enjoy a challenge, facing a harsh world and I do think vanilla is too forgiving, but come on. the game is supposed to be fun. it seems your definition of fun is different than most people [/quote] Isn't there a difficulty level below Easy? If Easy is too hard then just drop down a

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Similar to how anyone can get armor piercing with spear units, perhaps you need to add %HP damage to an existing weapon type, or even a new weapon type. Perhaps this could be the role of daggers? They're currently just like swords but faster with less damage. I would have a weapon that does a very small amount of flat damage combined with a reasonable amount of damage as % of current HP. This has worked very well in League of Legends as a solution to HP stacking champions. This we

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[quote who="seanw3" reply="469" id="3267535"]No. You will have to start a new game to see any change. That is the intended design. It allows several weaker hammer units to counter one strong unit. It is a bonus to weak large armies, which don't otherwise compete well against stacks of doom. You are more than welcome to try something new and discuss your results.[/quote] I was thinking about having it as a straight effect from hammer weapons that applies to ALL uses of them. It mak

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[quote who="seanw3" reply="467" id="3267530"]It's a complicated thing. Basically, it only works when the unit you are attacking has more soldiers in their unit and there is a minimum amount.[/quote] Is that the way you want it? I'm looking at the disorient spell and I might be able to modify it to disclude troop count calculations. If I change the XML now will it affect my current save? Is the Disorient spell used anywhere else in the game aside from hammer strikes?</p

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Sean, are you sure the initiative penalty for being hit with a hammer is working correctly? In my 1.0.008 game I've checked a unit's initiative after being hit with a hammer and there is no change. EDIT: Dug into the XML. Looks like you want to use the spell Disorient, but for MeleeAppliesSpell you've typed in Disoriented(Which is the effect name after it's been applied). Would switching the declaration to "Disorient" (which is the spell's internal name) fi

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[quote who="seanw3" reply="440" id="3266433"]There isn't and really it cuts down on strategic choice. But I will add a hill mine so you don't need to worry as much about it. Also give s nice option for Earth Mages to terraform a better expansion.[/quote] A mine to boost production similar to the lumber yard, but buildable in the hills that are impassable usually? That'd be pretty sweet in my book. I know allowing a one tile snake to rivers/lumberyards would reduce the amou

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[quote who="seanw3" reply="438" id="3266409"] Quoting lordnivek1, reply 437jugs, golem and henchmen race ablity is still not working for me. I put a point in all or one of them and I never get the tech in the tree to research them. However if i chose a race that can normaly use them without putting a point into it during a custom race buid they are still there as normal in the research tree. I had no idea. I'll get this fixed for the next update. &nb

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Man, I've gotta finish my game in 1.0.005 so I can update to the new custom Frogboy build AND update the mod to 1.0.008. Looking forward to more active effects from each ability, like Blunt weapons lowering initiative and Axes lowering armor. I can definately see the need for a mixed force of weapons from those changes now. Hit your enemy with an Axe an Hmmaer, then go to town with a greatsword with Maul. I wonder, how OP would a Necromonger with a greatsword be? E

856 Replies 2,035,098 Views

Personally playing in 1.0.005 I thought the lair spawn distance was about right. It's just far enough away that the monsters don't immediately threaten your capital, but they will threaten anything you send out to expand with. This gives you some time to build up some basic economy and military, but you can't really expand without active effort. On the other hand, five turns into my game Magnar died. Maybe My starting position was just lucky. Of course, I'm not

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[quote who="Fistalis" reply="23" id="3264005"] Quoting Ashnal, reply 22because those are all totals of 9 tiles. really 9 tiles and the majority of spots are 2 3 or 4, How many 5 6 7 and 8s have you seen.. I have a hard time believing its 9 tiles and not 5.. Quoting Ashnal, reply 22I think you're just misunderstanding the numbers here. We are NOT adding up the displayed numbers. We are adding up a hidden resource value for the nine tiles a city would draw

26 Replies 22,794 Views

[quote who="Mtn_Man" reply="19" id="3263970"] Quoting Lord Xia, reply 12It's not actually what is going on, the score the tile is telling you is the sum of all the adjoining tiles. So when you see a tile that says 4/3/2, it is adding up all the tiles around it to get that number. That can't be. If it's the sum of surrounding tiles than how can a tile surrounded by several 1 essence tiles only have 1 essence itself?[/quote] Because those are all

26 Replies 22,794 Views

[quote who="seanw3" reply="347" id="3263410"]Those need to stay so that custom troggers can use archers. I am not sure any of that was crashing stuff. The only confirmed crashes are from a summoning that has no monster. Since scouts don't get summoned, it is unrelated. But scouts are evil and deserve to die. They destroy your economy and fill up armies with a crap unit. So I hit them with the old axe.[/quote] Perhaps I'm being daft since I'm pretty new to Elemental modding

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Hey there Sean, new mod user here. I've experienced a repeatable crash in one of my saves while using your mod. After checking the debug.err file I noticed a whole list of entries stating that the game was missing definitions for the Scout unit for every faction, as well as the archer definition for the trog faction. I'm guessing that since the faction was said to have access to a unit that doesn't exist, maybe the AI tried to build a scout and the game cras

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