mqpiffle

mqpiffle

Joined Member # 4257179
1 Posts 143 Replies 4,170 Reputation

Hate to say this but maybe it's your PC. My $800 HP middle-of-the-road PC purchased at Staples handles this game just fine.

4 Replies 3,155 Views

[quote who="vorsman" reply="27" id="2911171"]Hi, could anyone tell me step by step how to get it to work? Downloaded Carlzilla files, Cityhubmods1.1 rar, it contains Z_K_Cityhubs.xml and Z_F_Cityhubs.xml. I tried putting them to program files/stardock/elemental/mods - diden´t show up in game, then i putted in my doc/my games/elemental/mods - same. Both times i had mods enabled in options and i started new game. Have original copy and up to current update if it is i

29 Replies 19,978 Views

[quote]I haven't experienced a "normal" OOM (from just normal playing) since 1.19d but I religiously never load a game on another game in the same instance of Elemental. I'm positive I would be reporting more OOM's if I did that.[/quote] Same here. I have yet to CTD (except ~50% alt+TAB-ing DX error) during these latest builds.

26 Replies 14,266 Views

I agree with you, xaltotun, and I understand some people's frustration because they really want this game to be bad-ass-super-awesomeness, just like I do. I guess the point of my post was that if Scritty is unhappy with the performance of the beta version on his machine(s) then it might be more meaningful and helpful to calmly report the problem(s) on the support forums or simply revert to a more stable version of the game.

26 Replies 14,266 Views

[quote who="Scritty" reply="11" id="2908221"]This version crashes even faster than the previous few releases. And for me - after MONTHS of trying so hard to get this game to work just to a barely reasonable standard - I've had enough I don't want to get down - but I've had this game for the best part of six months now - i've tried over and over and over again just to get the slightest bit of enjoyment out of a game in my absolute favourite genre. Seriously - still not ev

26 Replies 14,266 Views

Hey all. Just want to let you know this mod is still in development. I have been spending some time play-testing my work, making changes as I go along. I will not be uploading any new content until I have a significant number of new spells in my library. I will be working on new elemental-based spells next. Stay tuned!!

29 Replies 27,670 Views

[quote who="Derek Paxton" reply="74" id="2907663"] Quoting Sethai, reply 68i don't mean to sound impertinent, but why? some players (not me) just love to game the system. the old neverwinter nights boards were full of impassioned debate over how to build the perfect archer. randomising traits won't stop them from doing this, it will just slow them down a little and annoy them. better just minimize their potential for abuse by keeping the possibilities fairly balanced. This is exactl

153 Replies 258,699 Views

[quote who="onomastikon" reply="81" id="2906988"]My question was this: Do you mean that in v 1.3 the ratio of HP / Unit will remain fairly similar, but that for that same base unit one would require FOUR population instead of ONE? In other words, will the materials cost of training a unit with X hitpoints increase fourfold, will the population cost of training a unit with X hitpoints increase fourfold? This will have consequences across the board that go way beyond the question of unit balanc

271 Replies 433,158 Views

[quote who="Frogboy" reply="72" id="2907264"]One of the things that eats up a ton of memory are the custom generated player cards that everyone has. That's something that I really didn't think of as being an issue but when you have thousands of units, it's a big deal (even though most of them would share the same one). [/quote] You mean the little card that shows up at the bottom right corner of the screen? I would agree to axe that and add more useful info to the ch

76 Replies 255,182 Views

Yeah, the shard XML is a bit confusing, since it is broken out among a least two xml files. Really they are both simply resource files, the shards.xml file just defines each elements appearence (ie I believe there are 5 different water shard models, a few earth, a few fire, etc), the text on the little cards that pop up when you click on them, etc. I'm not sure that some of the tags you mentioned actually affect any other XML, though they may be hooked up to the other code. <

1 Replies 4,440 Views

[quote]9. You still can't look into a city that gets a level (to choose a good bonus)[/quote] When a city's level pops, that city's stats show up in the UI at the bottom-left. You should easily be able to decide on which bonus to take from that information.

8 Replies 4,613 Views

Updated to v.0.18 Hotfix. Inadvertantly when using this mod you would start the game with 1000 gildar and some extra research points, spell points, and gildar per turn. This was not intended and has been removed. Order is restored.

29 Replies 27,670 Views

[quote]These stats are not created equal str is worth more and cha is worth less[/quote] Do you actually think this is true? I think Str is fairly useless in this game. Now, if weapons had required stats to equip (usually Str) that would be a different story. I think Str and Int are the weakest stats, then Dex, then Cha, then Con.

56 Replies 31,586 Views

[quote who="Malsqueek" reply="27" id="2902728"] Yes, I realize that this mechanic exists in game, and it is not really the same; Intelligence is a limiting factor for everyone except your sovereign, and is low enough that anyone you want casting spells it is not a problem for. Additionally; any champion you are going to bother to imbue and do damage with spells is going to have a high enough Int stat that those caps are essentially worthless. Kinda like setting a minimum

56 Replies 31,586 Views

Updated to v.0.17. Added Book of Elemental Water. Tweaked a lot of the game modifiers and calculations in the existing spells. Removed some bugged programming. Added AIData tags to all of the spells. Yee-haw!

29 Replies 27,670 Views

I agree with you. Please remember this mod is a work in progress, and the names of these spells are indeed working names. I had more descrptive names originally (for instance, Accuracy 1 was Enhance Self: Accuracy, Accuracy 2 was Enhance Other: Accuracy, etc), but they ended up being too unwieldy so I simplified the naming convention. Perhaps ultimately I ought to switch back to the original naming scheme to make the function of the spell more apparent. I personally

29 Replies 27,670 Views

[quote]It should be used as a means of determinig how good a caster someone is. If your essence isnt higher than the casting value of a spell, you cannot cast it. [/quote] This is already in the game. Every spell has a stat prerequisite, usually intelligence. However the sovereign does not abide by this mechanic. They can cast any apell no matter how gimped they are.

56 Replies 31,586 Views

[quote]There should also be some heroic exploit type thing tied into heroes or factions that do monumental things like interacting with the named creatures. Win or loose (or acheive some non combat solution), such an engagement regardless of outcome would spread thrue gossip and such. If something is important enough to have a name, then the general populace would try to keep tabs on it. Diplomacy could be used to bolster or weaken the spread of such exploits or their effects as well (such

81 Replies 260,548 Views

[quote]As for the mana upkeep... well if you have 2 mana generation per turn and it costs 1 per turn to imbue a channeler, do you really want to do that? It's crippling to your ability to cast spells. Once you get more mana regen the problem isn't as bad, but it's insanity to imbue anything for a large chunk of the game. The numbers are too coarse grained, it'd work better if spell costs and regen were 10x what they are now, and imbue had a scaling cost based on how powerful the cast

56 Replies 31,586 Views