I'd like to see a mod that removes the ability to create custom units, and instead adds the following: Several tech trees that unlock new unit types (Offensive, Defensive, Ranged) Several tech trees that improve all existing units (Weapons, Armor, Mobility, Fortitude, etc.) A tech tree under the Magic tree that unlocks magic units (Priests, Mages, etc.) A tech tree under the Diplomacy tree that unlocks 'monster' units The trees list
Malloreon
Even though this thread is old, I agree with: [quote] 1. This is a biggy. I don't like the attacker goes first thing. Each unit in a group should have an initiative and go by that. This could be random generated with possible bonuses or could be done by a base initiative stat. Look at HoMM series or King's bounty series if you need some ideas. For a completely against the AI, the way it is now is good. For PvP, you want an initiat
Damn Seanw3 - Those are simply amazing!
I posted the same topic on the Ideas Forum @ https://forums.elementalgame.com/396251 Health, Global Mana, and Energy. In the following text the word conduit refers to a champion that has been imbued with essence Definition: Health i
Health, Global Mana, and Energy. In the following text the word conduit refers to a champion that has been imbued with essence Definition: Health is self explanatory. Global Mana is mana specifically for the Sovereign, who can either cast things himself, or through people he gave his essence to (who are now his conduits). Spells cast
While it is true that only champions/sovs can trigger it, the OP is asking if he can make the game take only his champs/sov into the tactical battle that ensues when entering said tile. As in a dungeon.
I am sooooooo in favor of a global mana pool, its not even funny. Mainly because I see the Sovereign as the channeler that is the origin of each spell my faction casts, while 'caster champions' are merely the vessels that bring my sovereigns awesome power to the battlefield. On a related note, I think we need a third stat (1st being health, second mana) energy. Energy would be used by normal/slightly magical units to power their special abilities. They dont use mana as they ar
And you have my shield!
I love your work. Thank you so much for sharing this with all of us.
Very nicely done, thanks for sharing!
Shouldnt it be enough to make a new .xml file and enter 2 For a 2-turn Pioneer's Kit? (Might need to do -3 instead, depending on logic. Actually, upon reading it (additional) you might want to make it 0. This should be a value that overwrites the original (otherwise we cant properly change it)
Woot [e digicons]k1[/e]
I like James009D's approach, I might play with that later.
Pretty freaking awesome. Thanks Raven!
Seconded. We really should get a list of all existing XML tags from the Elemental team. While we all found a good load of them already, what is to say that there arent others.
On a related note: The way I see Champions is that they are 'Battleships' while normal units are 'swarms of fighters'. A champion should be a massive (or just really strong) unit that can take a lot of punishment without losing a lot of power/utility during the course of combat. During combat it could be weakened and captures (knocked out and taken captive) or have it's engines/weapons disabled (just knocked out). After combat you would repair it, and get it back ready for ano
I like the idea that Champions might be hardy warriors that can be nursed back to health after a defeat, and then be sold for ransom.
About Minor Factions: I would not want them to expand, then there is too little a difference to any other run of the mill major faction. Instead, they should grow one huge metropolis, get bonus to defense, trade, diplomacy, and have unique units that only their city can build. They should be VERY hard to conquer, and should be VERY happy to trade with others, in order to have security thru diplomacy. Part of the difficulty in conquering
[quote] I have thought about adding something like this as a prereq: ReqCityLevel 4 Any thoughts? [/quote] You already have that: 4 is right in th
[quote] Magic System Changes. This is an area that’s going to get a lot of changes. For instance, Essence will become a boolean (true or false). Your mana will come from a global pool of mana that is from the shards. The elemental spell books (earth, air, fire, water) will get moved out of character creation and into the tech tree so that players can determine what spell books they want. Various spells will gain a mana “maint” rather than
Seanw3: Try finding the Improvement you want to upgrade in the core game folder - then copy its xml code into a new file. Once you copied it into the new file, add the line INTERNAL_NAME Where INTERNAL_NAME is the name you will assign to this new city improvement. You should add this new city improvement in the same file as per the above-stated rules (making sure that you add the proper requirements, su
[quote] Yes, when I attacked trolls, I did not care if I used fireball or lightning. Yawn, who cares. But, for one example, trolls should be vulnerable to fire, and perhaps evern regenerate physical damame. Now THAT would add variety and strategy to a battle. As for now, who cares . . . . [/quote] Exactly: Magic currently is boring, mainly because of lack of variety. A big step towards adding variety is adding spell resistance instead of def
Much agreed, Magic should be countered by resistance, not by defense.
Having a higher population cost and requirement does certainly make sense - as long as the new city also starts out with more than 1 person.
Indeed, Shit happens and will be taken care of. I believe in Stardock. Of course it helps that I dont have much time to play right now anyway, so pretty much each time I get to my PC there is an update waiting.