It hardly plays like an RTS though. It is much closer to Sins of a Solar Empire than "normal" rts games. You can pause and issue orders at any time, and the Advisor AI (friendly ai to help you) is really good. You can customize it as much as you want to make it the type of game experience you want. They really have done a good job. I'd recommend trying it out if you like space 4x.
Murteas
[quote who="kenata" reply="42" id="2852479"]Right now I am working on making a ludicrous number of additional abilities which use 4 of the major stats. I am adding rallies and frights which use Charisma, attacks and self buffs which use STR and DEX, and Elemental based abilities which use a combination of STR, DEX, and INT. The idea is to make abilities which take advantage of the full spectrum of possible abilities. Now, All of these abilities are being created for HeavenFall's Artifact's mo
Have you updated to the latest version v0.04. They should cost upkeep now (1 mana/turn), and I put that they could only be cast once I thought. Although that tag may not be working. Let me look at that. I'll put the cooldown to 15 turns if I can't get it to be a one time only spell. v 0.05 uploaded - cooldown added until I can get the guardian spell to be one per city or one per game.
[quote who="tjashen" reply="2" id="2851532"] Quoting Murteas, reply 1https://forums.elementalgame.com/402601 I happen to agree with you. Feel free to post your ideas to the thread linked above. I am making a mod that gives starting spells to Sovereigns. Sweet Murteas! One way to do this would be to have the Beacon Of Hope (or Empire Equivalent) grant 25 Arcane Research points upon completion (thus earnin
https://forums.elementalgame.com/402601 I happen to agree with you. Feel free to post your ideas to the thread linked above. I am making a mod that gives starting spells to Sovereigns.
Toying with a few ideas: Should the initial weapons cost mana per turn - my initial impression is no. But I am open to opinions on this. I've added a cooldown to the weapon spells of 15 turns (let me know if you think that works to reduce the spam at the beginning of the game. What do you guys want to see next? I can start working on new particles/images for these spells, or I can start making other spells for higher levels or
I use this type of game modifier in my spells mod Unit SummonUnit Sentinel Sentinel -1
What if I make it castable only once? I'll look and see if I can make it non-tradeable as well. Although I don't think it is bad to have it usuable by a champion, but they should probably have to cast it themselves. Updated version released v0.02 Changes: v0.02 - changed arcane missile to require 4 mana (was 3) <span style="font-size
Excellent!!! I think the dead rat and coins one will fit perfectly for one of my factions. :)
Heavenfall, I'm definitely interested, and no need to worry about stepping on my toes. If you want to take any of my ideas directly that would be great, otherwise, it is always better to work together and get a good product. Let me think about what we could do for each faction for early spells. My goal was to give each spell book a starting spell, that allowed magic users to use magic at the start without being too imbalanced. &nb
No mana maintenance, on the weapons, but they aren't super weapons, just something to make magic users more viable early game (as xSTarfirex pointed out). I am still working on some new spells, unfortunately I don't have super human modding speed like some of the other modders, so it may take a few days for the next update. :) Thanks for the feedback.
I am probably going to change the mana cost for those spells, but I want to get more spells in sooner rather than later. More to come.
*******Please delete the old version of this mod before installing the new version to get the latest changes. ***** Download: <a href="https://www.wincustomize.com/explore/elemental_war_of_magic/17/download" targ
I don't see any indication that this mod overwrites the existing goodie huts. However, there are so many new goodie huts that you may just not be seeing the old ones (and/or the rarity of the new ones is higher than the Vanilla goodie huts).
I haven't had the chance to play much since 1.1 came out, but I am going to play this weekend. I'll let you know how things work. It's looking great.
Hey Brad, quick question while you are here: does the ai do quests? If so how does it know what options to choose in a quest with multiple options (i.e. some of the modded quests in the ACP mod by impinc). Just curious if we should be taking the AI into account when creating quests.
I guess what we need then, is Stardock to do that (leave all tags out when usuable by everyone) so that we can use items with new races.
I can confirm this problem as well. I generated a map, and then couldn't change the land or add any items to it. Granted, I haven't used the editor that often, but I think something is broken. eidt: Apparently I was just doing it wrong. Try using the shortcut L for land and then increasing the size of the cursor with the '+' key (on the numpad). You should be able to add land. You have to right click to add things.
I really like this idea. Great job yet again! Maybe I should do something like this but for spells. :)
This is a request to stardock. Currently to make an item usable for a race you have to add in the race type: For example: AmarianMale We need a way to make an item available for all model types regardless of whether they are vanilla or modded ones. I think we are going to continue to run into problems where modded races won't be able to use stock equipment
Hooray. Assuming my internet can be more stable today. I'll be trying this out with a new game of 1.1. Great job as always!
Good idea. Are you going to take pre-generated XML and put it together into a complete item? I've started on an item editor, and should have something available soon. However, I like your idea and it may be even better to just take some commonly desired attributes and mix them. Interesting...I'll have to keep an eye on this.
The connect was so they could make changes on their end without having to push out a new patch. It would be bad practice for them to upload files from your computer.
[quote who="Munchies72" reply="43" id="2845955"] Silly people not deleted the old, bug-ridden, data! Where might I find these files again? [/quote] LOL! Oh what a good idea, actually give information so people can do what I suggest. [e digicons]:grin:[/e] [e digicons]:rofl:[/e] [e digicons]:blush:[/e] You'll find your data in the My Documents/My Games/Elemental directory on your computer. &n
One suggestion: Make sure you make it very clear, that people have to delete old data (i.e. saves, sovereigns, units, factions, mods) otherwise you are going to be flooded with people having problems after the release. Please people, be proactive, delete all your old data and start a new game. [e digicons]:pout:[/e] [e digicons]:pout:[/e] [e digicons]:pout:[/e] [e digicons]:pout:[/e]