tjashen

tjashen

Joined Member # 3503845
13 Posts 115 Replies 28,404 Reputation

I'm liking this mod. Thanks for putting it together! I've modified the bows to the new 1.09n stats to playtest the new values while we wait for the next update to the patch. Barrage/Suppression is a nice touch, and some of the other abilities you've introduced are pretty cool as well. My only complaint is that this is an 'invisible' mod (the mods interface doesn't see it). It took a few tries & some folder experimentation to get it to work for me (user ac

127 Replies 198,841 Views

As stated above, 1.09e is the latest 'official' patch available. If you get your patches through impulse, you need to set it to 'show pre-release versions' (first tab in the upper left hand corner of Impulse/My Games) in order to see, & possibly download the beta patch. That being said, the beta patch is in some cases more buggy than 1.09e, but does introduce Global Mana, new spell trees, and a few other adjustments.

6 Replies 3,676 Views

Yeah I had some Ythri 'Observer(?)' units defending a city. As I only had archers in my group, I killed the other unit (Spouse) but after about 15 hits with 'resist' appearing each time, I ended up leaving the combat, switching over to Melee weapons and re-entering the city to beat the Observer unit up. The 'Observer' unit only had a 5 defense, and a spear. Unless that's a special ability for certain Empire units and such (missile weapons automatically miss), this probably

7 Replies 3,407 Views

[quote who="Frogboy" reply="51" id="2832520"] Quoting Trojasmic, reply 48I see one "fixed a crash where X happens..." in the list so far... have we been able to find the cause and fix other crashes yet? I don't tend to document my crash fixes and I've been the only one doing them in the past few days due to the holiday. But I've nailed a number of them. I'll try to be more vigilant about it. It's just that crash fixes are boring.[/quote] True, posting 'fixed more crash situa

152 Replies 93,103 Views

I hit a situation in my last game (still 1.09n beta) where my adventuring/ruins tech was level 3. My economy was running in the negative (-5 or so a turn), and I built a few markets to compensate. However, I was really racking in the Gildar from ruins and monster battles. I went from struggling with around a hundred or so Gildar to having 41,000+ in the coffers in a small number of turns. The monster battles were 'reporting' a reasonable amount of gildar, as were the

7 Replies 3,490 Views

It will all depend on which system is in place when 1.1 hits. If combat is calculated via square/squareroot, then some values may need changing (or the attack & defense 'die type' bumped up by some value). There's another thread on this, where we've discussed the odds of square/squareroot at some length. If calculations are linear, then there is always a chance that the larger unit's damage defense roll will be a 1, in which case the 3 attack (plus strength) for the cl

40 Replies 18,029 Views

You can edit the .xml on your Sovereign to restore Organized, if you are feeling the need... I've been using notepad. Sovereign_Ability_Logistics_Organized Look under Documents/My Games/Elemental/Units to find the .xml stats for your custom Sovereign. I forget now how much the ability was worth (I'm thinking 10 points) in case you want to balance your character accordingly. This still works un

6 Replies 8,178 Views

On the 'need to be connected' thing. I've been seeing that with the original 1.09n data patch. I simply start up the game with my internet connection open, and once I've loaded the save game or chosen my options for the new game, I use the 'windows' key to get back to the desktop, close my internet connection (I like to know that my computer is secure when I'm not able to see what's going on), click on the Elemental 'program box' along the bottom of the screen to get back into Ele

64 Replies 30,463 Views

Remember that Bows also get the Strength bonus added to their attack strength, so it's likely that Cedar Longbows won't be attacking at 'only' 12 STR. So, yes, even with 20 Defense, in the right hands Cedar Longbows shouldn't have too much problem penetrating said defenses. 30 Defense, on the other hand, might be a bit difficult, unless you have somewhere around a 30+ Strength. That being said, it'd be nice to see some more powerful bow technologies for late game (

152 Replies 93,103 Views

Just wanted to see if everyone else is seeing this as well. Every new game I've started under 1.09n has had an Elemental Shard and a Food Resource within 2 squares of my sovereign, as well as 2-4 goodie locations (abandoned caravan, etc.). Also, it looks like the character creation system no longer allows you to pick fire, earth, etc. as your spell specialty at the start of the game. If so, you'll have to choose the appropriate one through research (presumably the same a

5 Replies 2,952 Views

One way you could skew the combat calculations would be to change the attack/defense values of various items up or down to get it closer to your desired effect. Example: If you want Strength to be less of a factor, increase the weapons values a bit (double, extra 5 points, etc.) so that the strength bonus isn't as significant. If you want 'unarmed' people to be a little tougher, design an item that's free but provides 1 or 2 defense. As soon as Dodge is fixed, ther

5 Replies 4,452 Views

[quote who="Carewolf" reply="18" id="2831327"] Quoting tjashen, reply 7 Simply put, the Square/Square Root system heavily favors whomever has the higher value, with the difference changing things exponentially. Once one value is 20% higher or more than the other, things skew very quickly. Quadratic! not exponential. Quadratic and exponential are both super-linear, but exponential is a special type of super-linear progress that is particular bad, so pleas

21 Replies 13,543 Views

OK, since we are citing battles now... http://en.wikipedia.org/wiki/Battle_of_Isandlwana To be fair, the British were outnumbered 10 to 1... I could also argue that a well swung club might snap a neck or two, regardless of the armor protection... plus if the armored guy trips or something, that's an opening the lesser armed 'clubber' can exploit. That being said, I'd think the guys in

40 Replies 18,029 Views

As I've stated in some other threads, I'd like to see the Character/Hero aspect of the game improve. Anything that makes characters more interesting, and different from each other, adds to the replayability of the game. As an example: Ralene The Weaver is recruited. As it stands right now, she's just another hero in my ranks that provides a bonus. But what if Ralene was a master at Staff combat? Then I'd be looking to get her the most awesome staff I

14 Replies 4,377 Views

OK, now that there have been some responses, here are mine: 1) I'd say at the end of the combat there are 10 or so peasants standing amongst around 90 5th Level Knights. 2) At the end, there may be a peasant or two left, amongst 98-99 10th Level Heroes 3) I'm thinking 7 of the 10 heroes are probably still standing, with only a few peasants (4-8). The last peasant or two got the drop on the unlucky hero in those other three fights. 4) I'm th

40 Replies 18,029 Views

[quote who="RFHolloway" reply="6" id="2830791"]Depends what you mean by 5 times better. 5 times better to hit, 5 times better damage 5 times better defense and 5 times more HP should be 625 times better. My expectation/approxmation for a free fight would be calculate attack*defense*Damage*armour*speed*HP*number of units*number of units for each side subtract the smaller from the larger calculate the number of units from the winning

40 Replies 18,029 Views

I never played MoM, so my opinions on how I'd like to see things work in Elemental are based on what's already there, with some really general concepts from some other games I've played (no other 4x fantasy games in my library, unless Warlords III counts). I do break out Alpha Centauri on occasion though, but I can't think of a thing in that game that I'd like to see in Elemental that Elemental doesn't already have, or is close to getting right (while terraforming is cool in Alp

30 Replies 19,262 Views

Well, Kael's only been on the job for 3 weeks, we can't expect Rome in a day you know. I do think the game is going in the right direction. Even at 1.09E, it has become pretty good (I actually like it a lot). They can't please everyone though (I like the old Mana system), and since this is a BETA we can focus on what is working and try to make that better. The sooner we get a beta with a working dodge, though, the sooner we can evaluate how good it s

13 Replies 10,457 Views

Yeah, the 17 accuracy versus the 5 dodge (assuming 10 dex at 1st level) does have me wondering a bit. Assuming straight probabilities (i.e. no square/squareroot), that's still only around a 30% or so chance of the dodge working. And with 2 points being added to accuracy every level, even with putting all 3 points into Dex for that next level, you'd only add 1.5 to your dodge skill, so Dodge becomes less and less effective. And if square/squareroot is in force, then 5 versu

55 Replies 24,904 Views

This is a statistical exercise only. Yes, in the real world tactics would come into play, but these peasants bash first, ask questions later. Also, all Knights, Heroes, and the monster are armed for Melee (no ranged attacks). Peasants are using the same generic, basic weapon (clubs), and do not have a shield and are unarmored, although feel free to elaborate what having these items might do for their chances, should you so wish.

40 Replies 18,029 Views