parrottmath

parrottmath

Joined Member # 3119455
1 Posts 352 Replies 25,812 Reputation

[quote who="Leo in WI" reply="5" id="3246384"]one of the 5 elemental forces: Earth, Air, Fire, Water, Life, Death. Counting fail! Yeah, I realize there really are only 5 different shards. But a newb may not get that.[/quote] Life and Death are really 2 sides of the same element. Unless I'm completely wrong and so there are actually 6 elements. It should be one of 5 elemental forces: Earth, Air, Fire, Water, Life/Death.

14 Replies 66,149 Views

[quote who="seanw3" reply="34" id="3246024"]The only thing I needed to do was run in administrator mode. I really blame the OS on this one. [/quote] glad I could help you solve the problem (and mine as well) :). Thank you for this thread. We should point this out to Derek somehow.

37 Replies 26,196 Views

there was a bug that was pointed out by Heavenfall that if you highlight life 2 and look at the upgrade for water 2 then you will see the spell unlockable. But if you just have the water 2 upgrade selected and look at the tool-tip it should be accurate to what spells you can cast.

2 Replies 2,532 Views

I think maybe adding a special skill / spell to the city archer militia to be town volley. Where the town fires a volley of arrows that hits every opposing unit in the stack. Have a cool down of 1 or 2 turns for balance. Also, I don't know if the city bonus to defense is working appropriately right now. I notice if I auto resolve some attacks I have a great chance of winning (or losing troops), but if I tatically fight the battle there is no contest. Something is fishy with the tati

67 Replies 44,189 Views

I agree... https://forums.elementalgame.com/430026 . I've had this issue logged for awhile. Same with ins and we haven't heard a word whether they know it's a problem or on the list. I don't know how easy this will be to fix, and I can reproduce this effect on any map with raise land. It seems they need to add a end-river tile change for other landscapes besides beaches and cliffs. Another problem is that it ha

2 Replies 3,234 Views

The nice thing is that you only need to run it in admin mode once to get the changes, then you can run it as normal and it will keep the changes.

37 Replies 26,196 Views

I got the core files changes if I run the program in adminstrative mode. It could be because I used the default install path and need admin access for the changes to show up. I just did an experiment and had the changes show up. They remain even if I don't run in admin mode as well :) I also have to run admin mode in order for my computer to see a change.... seems odd to me, but hey that is how it is... Seanw3, you could try that if you are running window7 f

37 Replies 26,196 Views

I tried editing a coreunits.xml and didn't get any changes in game until I moved it to the mod directory. I don't know what is going on with the tree with seanw3. I couldn't get the changes to stick in game. I just renamed lord relias and didn't see anychanges until I moved it to the mod directory. But if seanw3 can't mod in the forests then there are some issues that needs to be addressed.

37 Replies 26,196 Views

I know currently that we can use gildar and influence. Would it be possible to include items in this list? I don't have money but I would like to gift you this ignys longbow instead. This ties in more of the RPG element. For an RPG mod I think this would be a useful feature between two opposing sovereigns. The ability to trade items. You know, "I shall gift you these rings of power, to help you rule your people." Or here is a seeing stone... you see my view and I see your view.

1 Replies 1,292 Views

[quote who="seanw3" reply="15" id="3245694"]The gaming aspect where you automatically put it in your queue just to deny access is easily solved. Make each wonder cost 100+ Influence. That way you have to pay for it, meaning even keeping it in your queue costs a serious amount of resources. It also adds a nice aspect to the Influence mechanic.[/quote] I like that cost to build a world wonder. It's an instant cost and solves the problem of removing it from the que of every other nat

42 Replies 99,848 Views

I wonder if you move the tree files to your mod directory if the game will then read them and render the trees for you. I will laugh if that indeed fixes the problem.

37 Replies 26,196 Views

The other problem with snaking is the AI needs to be able to do it and the AI is not having a good time with it, so I think it was easier to remove the mechanic. The build a building on a forest destroys chance for logging camp is the reason that I build the logging camp first, or as soon as I have access to it. (as in the forest diagonal to the city).

357 Replies 615,662 Views

[quote who="FrenziedFan" reply="9" id="3245641"]Movement within enemy city borders should be 1 square so no one can war dec and attack a city on the same turn.[/quote] I always thought if you declared war you are immediately pushed outside their border. Thats what happened to me when I tried that tactic out.

67 Replies 44,189 Views

Then you will find that these references point you to ..\FallenEnchantress\Gfx\HKB\Props the thumbnails at least show me the trees in the game. The .hkb files must be the 3d rendering for them.

37 Replies 26,196 Views

[quote who="AlLanMandragoran" reply="7" id="3245652"]Quoting seanw3, reply 6There is a function called MaxSum to get the city defenders to be auto-equipped with the latest tech in armor and gear. You can simply set this up for every unit, but change the default gear to include a leather breastpiece. So, once leather researched, they will get a full suit of armor. Gotcha, thanks. I'm testing a full suit of leather and wooden shield at start for all melee militia. I left the arch

10 Replies 5,189 Views

It's not the coreforests.xml is it? I suppose you need the coreforestprops.xml If you are correct that it is using the first compilation to determine base values then a uninstall and reinstall (without mods mind you) will fix your problem. No re-download required.

37 Replies 26,196 Views