[quote who="Heavenfall" reply="6" id="2775600"]Personally I think the problem is that we can get so many channelers. [/quote] Good point. Maybe Imbue should take up an enchantment slot. Or have a really long cool-down time. Or require more mana to cast than granted. Or all of the above.
Stuie_
[quote who="Dhraconus" reply="1" id="2773477"]Good tip for people, potions of essence (+0.5) also work like this, not sure if you need just one or if you need two to make a full 1 essence before leveling though. [/quote] Pretty sure one works - I know I've gone this route.
[quote who="Frogboy" reply="140" id="2773239"]Yea, we're not going for epic tactical battles. MOM is our influence, not total war.[/quote] Good to hear!!! Thanks Brad!
Some thoughts: 1. Make the tactical battle maps larger - 2x2 should do it. That actually gives some meaning to range and maneuver. 2. Give all spells a range limit in conjunction with the above. 2a. Add some higher level bow/missile options. 3. Give the AI some intelligence! Don't leave high ground to attack when on the defensive. The AI ALWAYS moves to contact. It should take up a good position and
Do you have the "Use Mods" box checked in the Options screen?
Have to agree with the untapped potential. What good is a dynasty if the heir doesn't inherit when the sovereign dies? Where are the succession wars? Hope this all gets more meat added to the bones in later updates.
Best Buy content isn't available yet either. I think other issues are getting priority over bonus content creation.
Don't forget the Best Buy "exclusive content." :p
[quote who="Annatar11" reply="3" id="2762079"]It's by design, more of an arbitrary balancing measure to make sure units don't prance around the battlefield - if it only cost 1, a unit with 6 moves could move 6 tiles per turn, which is a huge amount considering the overall size of the map. [/quote] Is that controlled in the xml or somewhere we can't get at? I really wish I was home instead of stuck at work...
The other problem (besides the monsters/enemies moving to contact) is the lack of fog-of-war on tactical maps. Knowing where everything is when you enter the dungeon takes some of the fun out of it.
Thanks Annatar11 ! Just what I needed...
[quote who="StarReaper" reply="1" id="2761785"]If you do not have enough money alot of times they wont speak to you. Probably should switch this to a screen that simply informs you ya cant make it worth for them to join up yet. [/quote] Even better would be "I'd join you if you had xxx gildars" so you know what you're aiming for.
[quote who="Annatar11" reply="13" id="2761735"]It is possible for a quest to load a specific tactical battle map. [/quote] What's the xml for this? I must have missed it when I was going through the files. Or could you point me to a current quest that does this?
[quote who="spacevagrant" reply="3" id="2754517"]umm I didn't see fire bolt or lightning bolt. Haste. Hmmm there is a few missing from the list. [/quote] Click on the "Tactical" tab at the bottom. 82 spells in total, huh?
+1. Pain in the rear.
For a Pangea type map, take out all of the "SpawnSize" lines except Huge. The number you enter appears to be the number of map sectors that the continent will occupy. For example, I created a new 9x5 map (45 sectors), and wanted mostly land. I entered " 30 " and " 35 ", and this generates maps that have 30 to 35 sectors of land. Same goes for Mountains and Forest - enter numbe
[quote who="Callesen58" reply="35" id="2748533"] 3. Add a shortcut to Elemental somewhere, click on properties and put /createxmlbinary after the target. 4. Start up your game from the shortcut. [/quote] These steps are not necessary. As long as the new file is in the Elemental/Mods folder, the game will pick up the changes. I know it's not true for some files, but it is true for the elementaldefs.xml.
I pick all the element books because they are not readily available in the game. The Enchantment book is available in the tech tree. Edit: I should add, it's pretty much a no-brainer to take them all, which means it's not an "interesting choice", thus detracting from the game experience. The magic system needs more work to differentiate between the elements and add resistances to the various types of magic.
Just to add to nOObonian's question, is the AI programmed to pursue any/all of the victory conditions?
Doesn't this cover it? https://forums.stardock.com/393532 Edit: Beaten by one second! [e digicons]:rofl:[/e]
Awesome - thanks so much for the mod and the quick response. Have some karma!
Stupid question: Do I have to take the "HF106_" off the file names, or does the game pick them up as is?
[quote who="Stuie_acs" reply="10" id="2745744"] Quoting Callesen58, reply 3Copy elementaldefs.xml to your mods folder, go into it and change the part that has to do with sov level up points from 1 to 3 or so. Should fix the scaling issue. Are points for heroes in there too (at work and can't check right now)? I'm thinking 2 for heroes, 3 for sovs, to try to keep everyone relevant.[/quote] For anyone curious, changing this value is universal for heroes (sov and al
Dead huts! I refused to engage some beasts in a level 3 location, and now most of the level 3 locations won't trigger when I move onto them.
[quote who="Callesen58" reply="3" id="2745314"]Copy elementaldefs.xml to your mods folder, go into it and change the part that has to do with sov level up points from 1 to 3 or so. Should fix the scaling issue. [/quote] Are points for heroes in there too (at work and can't check right now)? I'm thinking 2 for heroes, 3 for sovs, to try to keep everyone relevant.