So Brad, if I can get a little nosy here, how does the regular Oxide code implementation compare with the Mantle integrated Oxide implementation? Is Oxide already taking advantage of most of the low level API stuff, or does Mantle improve on it significantly? I've seen the hype around Mantle in the last couple of months, i.e. the press releases, preliminary benchmarks, performance incrase claims, etc.. With that in mind, what is your personal experience/impress
tjashen
Someone could always introduce a Christmas Golem (i.e. a sand golem in a Santa colored suit/skin) and an artifact to summon him as a mod if you'd like... [e digicons]:grin:[/e]
When Weapons and Armor values are lower (say 10 or less), the +4 to defense is HUGE. In later stages of the games, when such values are crossing the Dozens threshold, that +4 is much less significant r.e. reducing damage. So I'd recommend +4 defense for lightly armored units, and less powerful weapons, but with heavily armored units, and/or with the later game more powerful/uber weapons, the +10 dodge might be more helpful, especially if they have other Dodge bonuses in play
So I broke out Warlords III again early this morning. Actually, I've been trying to get it to work on my Vista install through various means, but none of the suggestions are working in my case (-wincursor, various apps, various compatability toggles, and I'm not going the virtual machine route for just one game). So I have to break out my older XP laptop to get my Warlords III goodness. ANYWAYS, the heroes in Warlords provide a number of bonuses to other armies in
[quote who="Ericridge" reply="1" id="3429262"] Uh one problem, if a hero is killed in battle but the army wins. Hero will stay in army with 1 hp left. But if Hero is killed in battle and the army suffers a defeat, the whole army will get killed and routed, no breaking down to smaller stacks going on. And then Hero will be teleported to nearest city you have.[/quote] You make a valid point. There are several ways to handle that.&n
Hey y'all! First off, I hope you all are having an awesome holiday. Something that has always bugged me about Elemental is that there isn't all that much differentiation between individuals and units. Sure, this has gotten better with the traits trees, but I still have that nagging feeling that units and heroes are pretty much interchangeable in a stack. In Elemental and GalCiv, stack size is handled via logistics themed techs. This certainly is one
This fix/mod has been added to the Regularly Updated List of Mods for E:LH. [e digicons]:thumbsup:[/e]
mmilleder, Nothing ventured nothing gained. My thoughts on Brad and his team's efforts to this point is that they've had a LOT of things to perfect, so they weren't able to focus on any one thing exclusively. However, now that E:LH is more or less ironed out (still a few bugs to kill, but quashing bugs goes with the territory), they can focus on individual aspects. The DLC concept actually encourages this. Brad can allocate the entire E:LH team to
I'm still going to recommend a 'Stepping Stone' approach here. Yes, I did see Frogboy's last post, and how the E:WOM that was released isnt the game that was originally planned. I'm going to focus on what WAS released, and the path forward with E:LH to make a fun and playable E:WOM a reality. 1) Make a Navies DLC pack. Sure, ships weren't the most essential thing in E:WOM, but I've seen numerous 'bring ships back' posts. Si
Hey y'all! Has anyone had any issues using this mod with the latest versions of E:LH? I didn't see any issues with 1.3 when in my latest runthroughs, and I would think that it should work fine with 1.4 and 1.5, but I haven't downloaded/updated to those yet. I'm now holding off for 1.6, as I have a monthly bandwidth cap on my internet (and a $10/GB overage), and I see that 1.5 is still having some lockup issues.
I wanted to take a second to talk about the interesting differences between E:WOM and E:LH interfaces. Here's a screenshot I just took of both interfaces (E:WOM 1.0 on the top, E:LH 1.3 on the bottom). There are a couple of interesting differences here. While most of the information has been streamlined in the new interfac
[quote who="halmal242" reply="53" id="3425223"] I am with Tjashan here. This is how I really feel about a E:WoM but in much better detail than I originally posted and for that thanks man.[/quote] I missed a couple of other points I'm sure, but I'm glad that I could help you articulate how you felt as well. I was so excited when I read this thead, seeing Frogboy had actually posted this idea, that I did not read the fine print. So, I will comment furth
E:WOM is essentially a very different game than E:LH, for several reasons... In E:WOM cities could walk and chew gum at the same time (i.e. build and train simultaneously). I like this. In E:WOM, we had ships. I liked ships... The E:WOM map has a different artistic feel. I actually prefer it to the 'darker' E:LH map. I'm all about adding new terrain types, but the color pallete should be brighter for an E:WOM game, to distinguish it
I remember them, and indeed I would often visit the shop of a minor race if I was out and about in the frontier looking to upgrade weapons and armor or restock supplies. They were, of course, a holdover from GalCiv. In GalCiv, I often trade tech to/from minors to help bolster my treasury. But in both cases, they are a minor distraction at best. I'm sure that a more robust implementation of minors would be really cool. Say, recruit a champion from a minor ra
This mod has been added to the Regularly Updated List of Mods for E:LH, under the extensive mods section as it replaces/modifies a core file. Keep up the good work! [e digicons]:thumbsup:[/e]
Saturday was the 50th Anniversary of Doctor Who, and a movie/special was made to commemorate the event, which has already aired on the BBC worldwide. It also appeared in limited release in a few theatres as well. HOWEVER, if you missed it and/or would like to see it on the big screen in 3D, it will appear on multiple screens here in the US (dunno about other countries) on Monday (November 25th). http://www.fathomevents.com/event/doctor-who-the-day-of-the-doctor/buy</a
This Mod has been added to the Regularly Updated List of Mods for E:LH. [e digicons]:thumbsup:[/e]
This mod/fix has been added to the Regularly Updated List of Mods for E:LH. [e digicons]:thumbsup:[/e]
I have been keeping an eye on this. When this crosses over to [eMod] status from [eWip] I will of course add this to the list... Keep up the good work!
This mod/add-on has been added to the Regularly Updated List of Mods for E:LH. [e digicons]:thumbsup:[/e]
[quote who="Primal_Savage" reply="4" id="3417509"] My very own header! Does it come in blue? [/quote] Your header has been changed to Sky Blue. Other stuff is of course colored to match everyone else's mod listings in the thread. Can't show any favoritism here, we're a tough crowd! (I kid of course, y'all are very nice based on what I've seen). Someday I need to get back into modding. I've been holding off on updating my st
This mod has been added to the Regularly Updated List of Mods for E:LH [e digicons]:thumbsup:[/e]
This mod has been added to the Regularly Updated List of Mods for E:LH. I have also added a Primal Savage header within the 'Simple Mods' section where I've grouped all of your current 'non-Extensive' mods. Keep up the good work! [e digicons]:thumbsup:[/e]
The DIN Lord Kona (Drengin Imperial Navy). Of course, I usually end up with rather descriptive albiet unimaginative class names, like the Tiny MR Colonizer Mk III... but class names aren't quite the same as what I'm talking about. If I have to right click or something to get to the screen to name an individual ship, that's an extra step that I'll probably not take. It'd be nice if there was a game option "show ship naming pop up", or an autofilled nam
I was not aware of this. As far as I knew, you could only name ship classes/designs, not assign a different name to each individual ship. In Ascendancy, a popup appears asking you to name the specific ship as soon as you select it's class for construction.