After two long days of real world events including my youngest breaking two bones in her arm after falling on the ice and then having to get up at 3am to drive my wife to a specilist and back with the a splinted up 11 year old, I got to sit down an put the game through its paces to see the changes from EWOM. Here is my take on the good, the bad, and the ugly thus far... UPDATED After More Plays and some mod tweaking... S
Capn Darwin
Yes, no, maybe...[e digicons]:ninja:[/e]
I'm enjoying the mod to 1.4 alot. Great work. I do have a couple of questions about the general game modding having been out of the loop a good 6+ months. 1. I take it the overhauls of the spell system never happened. I'm still seeing spells burn all action to cast in combat. I seem to recall talk that the actions tag were going to get hooked up so more then one spell could be cast in a turn. I find it sad that a warrior can swing 3-5 times with a battle axe, shoot 2-3 times w
Heavenfall, First off, your mods have gone a long way to making the game enjoyable to play and I also appriciate the work SD has done to work the issues as well. That being said, let me run a few design rules we used in our RPG game we made and ones I was using with a number of spells I was adding into my game a while back to see if it helps any. 1. Spells broken up into levels with more powerful variants showing up as level increases is a good thing. Going flam
I've had the same freeze issue in H now. I have to auto out of it as well. [e digicons]:'([/e]
I was noticing the single static effect issue with the paralyze ability of one of the ACP NPCs. A single lingering effect in one square. I guess it would be nice if the game applied the special effects to all affected unints and allowed for motion and duration. Just one more item for the wish list. If cast time gets hooked up and working targeting multiple targets may just be a matter of a spell that can be cast at .25/.5/etc actions. I'd like to see a caster rip off a stream of darts
It a fine line when making "moding" tools. On one hand you want to have open ranges for other modders, but at the same time you need to have enough range and bounds checking to help the non-modder crowd as well. Been there and done that dozens of times in the past dozen years. Great tool any way you slice it. I'm twekaing xmls to get it where I want. Win-win. [e digicons]:beer:[/e]
@Light: Thanks. I hope we can get SD to help "fix" some of those issues. @Kenata: For 1) I'd like to target say 3 enemies somewhere on the map. So the spell would need mechanics to allow me to pick 3 target squares. For 2) the same as 1) except I want to select say three members of an army for a spell effect. For 3) Thats a good idea. The extra points would be hit first. For 4) I should have said special FX. Glowing shimmer as the spell runs type of thing.
Whoops. No wonder I have a ton of shards. I'll back off on the number I use. As for the city, I did not match up that location to the city location. I did see it once in a game but never made the connection. Nice touch. Is there a way based on map size to set a max limit for shards and/or start locations on the setting page to help folks not kill the program? Thanks for the fast comments.
Folks, I've been sitting on doing any mods waiting for SD to stabilize the game and possibly up the mod support, but I have some questions about how/if to do a few things. I'll say from the start I'm not a big fan of the spell nerfing on costs and I'd really like to see the game have dozens if not a few hundred cool and varied spells to use. It is a War of Magic or so the title goes. Right now being a caster has the following problems: A slow rate of growth on the globa
@Cephalo, Yep, that is one of the values. I guess I'm asking for a noise modifier (integer 0 to x) that would randomly set the value between Value - noise to value + noise when generating the map. Also, is there any chance to add some code to generate random names for the maps as a default? Be sweet if it could use a modified worldname file like you are doing for the objects (IE point to a given file to use). I've also hit a bug. If the number of starting locations is
@Joe can you rerun the test with the AIs on challenging? There is a night and day difference as to the AIs play and early game expansion. I'll throw in with Heavenfall on the variety aspect of these maps. They are a lot of fun to play on. The cost of the Oasis may be a bit high and perhaps would be interesting to test at 25 Gilder and 25 material. Most starting AIs appear to have more cash than materials like I do out of the gate. @Cephalo, is it possible to randomize
Thanks for the fast response guys. I'll tweak a little today and see what happens.
Cephalo, I'm using ACP 1.3 and I have one minor issue in the way goodie huts spawn. The majority of them are spawning in the woods making them very hard to spot using the cloth map and even in the 3d world in some cases for the smaller tiles. Is there a way to gently force the spawning to clear tiles? Thanks!
cephalo, With any luch maybe SD will fix the code to work with your program. I'm off to see more of the map! Thanks.
Played my first new map last night and hit one minor snag. A NPC spawned in the side of a mountain/hill (impassable terrain near a shard). NOt a game killer by any means. The NPC can't move. I can still probably snag them by getting close and using imbue/return. Other then that the maps look very good. A great program. Thanks for sharing!
Good news. I'll check it out.
Heavenfall , I was pretty sure it was coming from DF, but I loaded both new mods at the same time and figured I'd cover all of the bases since there are numerous changes from the vanilla game via all of the mods. Both of you guys are doing some killer stuff and it makes the game very enjoyable to play with the added depth.
I use the following and it does not log me in and I can use my own data.zip build to test in 1.19b. Shortcut target input: "C:\Program Files\Stardock Games\Elemental\Elemental.exe" /LOCALDATAONLY /FASTLOAD
I'll see if I can grab a couple of screen shots (assuming I can figure out how to post them). Playing as Capitar in this test game. I can check some others as I go this week. Noplat, in my game has a vertical bar like texture on his face. Is there a way to "view" the techs in game with different factions active or do you need to start a game as each to get the correct setup in the help book?
Guys, I just added in the Distinct factions (DF) and Additional Buildings (AB) to ACP and Extended Factions on 1.19b and I have noticed the following oddities/bugs. 1. Noplat (NPC from ACP) has a bad face texture. He also is triggering a second spear in shops (this in new with the DF/AD mods added and did not occur in a few previous games). 2. A biggie. No bows. As of this test game there is no Tech line for bows using the Kingdom. The help system also shows no prereq
LoA, Why can't you test/play with 1.19b?
1. What is the intelligence of your npc? 2 What spells do you have? My guess is, like most npcs, the intelligence is too low for all spells save return without a level up or six.
W hat is your systems resolution? What is the resolution of the game set to?
I have the same weird issue.