abob101

abob101

Joined Member # 4285510
1 Posts 44 Replies 24,444 Reputation

I've never used Sions, but that's doesn't surprise me. They wouldn't be able to cast spells because they don't count as a Champion, ie. they don't have a tag 1 . Henchmen do have this tag. So kinda makes the path of the mage a bit useless for them, same as choosing magic schools I guess. See the points in my OP here: https://forums.elem

2 Replies 7,742 Views

Cool that's great thanks, glad it works ok! The Archon needs a lot of polish, it was pretty much the last unit I put together and I couldn't quite get it looking how I envisaged it. Will revisit that at some point. I envisage tweaking the new unit types gradually now... to balance them a bit better, and to add/modify abilities... so any feedback much appreciated. Cheers. Edit -> Oh yeah, that string not found.... it's the descr

52 Replies 202,410 Views

Hi all, OK, I finally seem to have gotten most of this working and I have a beta version if anyone would like to try it. Everything is functional, there is a few things I'm not happy with yet, mostly a few of the units but they are workable. Also haven't finished some of the unit descriptions. But it's playable in the current state. I've done some testing and it all seems to work ok but would really like feedback if anyone has a the chance to tr

52 Replies 202,410 Views

[quote]- The recruiting resources, Wild Dragons, Knights of Asok, etc, all have a rarity value of 0 ?[/quote] I believe that means they have zero chance of appearing on the map at the start. These resources appear (are "dropped") when you clear the relevant Lair, e.g. Ogre Lair, whatever the Knights of Asok Lair is called etc.

32 Replies 32,370 Views

Hi all, Anyone know a way to get the Sov to generate X amount of a resource, specifically a custom global resource? Looking for a way to do this without manually editing each Sov. The best I can think of is to mod all the Champion History abilities so that each of those generate the resource. But that's a bit crap. Cheers.

2 Replies 3,914 Views

[quote who="parrottmath" reply="13" id="3368701"]Quoting abob101, reply 12 Quoting Borg999, reply 11What program would I need? GIMP http://www.gimp.org/ Also might need to be able to read .dds files as well[/quote] Good point, forgot about that... get the DDS plugin also and you're good to go: http://registry.gimp.org/node/70 &nbsp

844 Replies 1,935,127 Views

[quote who="Borg999" reply="11" id="3368674"] I'd like to mod some magic items using existing artwork, and just change the color to distinguish it from other items. (e.g. change the color of a swords hilt). How do I do that? What program would I need? [/quote] GIMP http://www.gimp.org/

844 Replies 1,935,127 Views

[quote who="merlinme" reply="7" id="3368439"]how do you actually know that the cities are not constructing anything? Are you basing it on what it says on the worldview?[/quote] If you use the cheats to turn off the fog of war you can open the AI city and see if they have built anything. They can't build anything in 1 turn in any case at that early stage of the game. Strange thing is, i've just re-enabled mods and done a few more tests while i'v

11 Replies 50,875 Views

@Frogboy - this is great to hear, if you haven't already definitely checkout this thread " No Fog-of-War AI Evaluation" as there is some good feedback on AI starting actions: https://forums.elementalgame.com/445389/page/1/#3368424 Cheers.

101 Replies 556,346 Views

OK i've done a test, and unfortunately I have to say that I had similar results... not quite as bad but definitely highlighted some issues. Pretty much same thing as you... the AI sometimes takes ages to get construction going. For my test I used Challenging AI and these world settings: Game Settings Normal monsters Medium World Temperate Map Type Low Wildland 3 AIs - Markin,

11 Replies 50,875 Views

Intresting... I'm doing a lot of modding at the moment, and have spend quite a bit of time watching the AI in early stages to see if they have been constructing my custom improvements, using my new spells etc. They seem to start out reasonably ok... they always seem to get into building something fairly quickly. So i'm rather suprised to see this. I tend to run on Challenging AI is about the only signficant difference I can see. I'll do a similar te

11 Replies 50,875 Views

Hi all, OK so I just about have an alpha version ready for a new Summoner path. Got most of the mechanics working now just doing testing and cosmetics mostly. I've got a whole new trait tree just for the Summoner. It basically replaced the bottom half of the Mage Path with a dedicated Summoner Path that you can choose instead. So..... this kinda leaves a Mage Path that is half kinda useless. Now i'm thinking about creating a second new path, p

3 Replies 4,003 Views

[quote who="halmal242" reply="8" id="3364817"]Aye so you can change the names to say a category such as magic then for each trait tree within that tree you would then have a second prereq for the specialization it is for. So you could in theory have a nature magic tree a fire magic tree or any other kind depending on how you set up the initial prereq.[/quote] Can you elaborate, not sure I get what you mean? If I understand what you're suggesting, I d

13 Replies 18,232 Views