abob101

abob101

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

[quote] Quoting Trifler500, reply 18 Really would love it if the game would save unit designs in a sub-folder for each nation (i.e. Altar units in an Altar folder). Then we wouldn't have to prefix our names. Reaaaally good idea!. [e digicons]:)[/e] [/quote]</sp

29 Replies 32,752 Views

I'm quite optimistic that Frogboy will fix this soon as he's stated it needed fixing, so it's on the radar. Sounds like him and Kael have been flat out getting the LH beta ready, but once that's out... hopefully they can sort this one out for us in the 1.4 patch. But yeah, understand your frustration... it's at the top of my list of annoyances too.

32 Replies 26,921 Views

[quote] What's most irksome and irresponsible of SD is that they have claimed that their game is mod-friendly when in reality it is not. [/quote] It's friendly enough when it comes to the *real* simple stuff, such as adding an item. But yeah, it gets a bit frustrating once you get into more complicated stuff.... and as per your OP the inconsistencies are one of the major frustrations. Not being able to

80 Replies 224,824 Views

[quote] Still skeptical over the elimination of Influence. [/quote] Same here :-( I actually thought Influnece was/is a neat idea (same as Prestige), and would have preferred to see the concept expanded . Kael said is was a case of go big or go home with Influence, i'd have rather they went big with it. Looking forward to seeing how LH plays with the change in resources. </p

13 Replies 8,300 Views

[quote] Needs to be fixed. I'd rather see cities blue to be razed immediately by all or have it take time to raze. [/quote] That's our man. Look forward to seeing this fixed up soon (whatever is in elementaldefs.xml, same duration for all AI and players alike) [e digicons]:thumbsup:[/e] (although not sure why we're only looking at the blue cities, surely all colors deserve

30 Replies 81,152 Views

Yep it's inconsistent and confusing. You can work around the problem with CoreImprovements by "blocking" the core version and then creating your own version of it. Checkout this thread, essential reading for aspiring modders.... fortunately some have gone before us and been kind enough to point out some of these issues: https://forums.elementalgame.com/434780

2 Replies 7,885 Views

I get what you mean, it can be painful at times. It's a tough one though, because you also want to avoid the stacks of doom scenario where it's basically just a handful of super stacks going against each other. Pretty much a problem in all 4x games in the late game stage. Another option (more work though) is to be able to set units/cities etc to AI control. So flick a city to "auto govern" and have it produce improvement/units automat

10 Replies 10,555 Views

Hiya / welcome, Probably would help if you clarify exactly what files you have modded and post some of the changes you have made. Having said that.. I haven't done much of that sort of modding, but as a bit of a guess... it sounds like maybe you have defined a custom for the units for your custom race? If you look in ArtGameItem.xml you can see that each type of armor has a list of 's that can wear it. &n

3 Replies 2,975 Views

If you look in ElementalDefs.xml, you find this: 5 So presumably if you did want to try playing with insta-raze... just change this to zero and you're probably good to go. [e digicons]:thumbsup:[/e] I think the key thing is that it should be consistent i.e. same for AI as it is for the player. Frogboy all but admitted it was a bug in another thr

30 Replies 81,152 Views

I don't get this thing where lately there's a few guys suggesting that reloading a game is somehow cheating...?? Who the heck are they cheating by reloading? If someone wants to reload a game for whatever reason then that's their call... no-one is playing their game but them. It's a rather derogatory term that I don't personally think is necessary.

30 Replies 81,152 Views

@Willie - if you don't have anything constructive to say then don't fill the forum with garbage, it's really getting a bit tiresome. Adding a smiley face to your post doesn't make it humorous or any less annoying. In particular in this case, the post is in in the Support area where we want it taken seriously. This is not working as designed, Frogboy stated some time ago that the 5 turn limit was added as the UI level and he hadn't had a chance to

30 Replies 81,152 Views

Thanks for the response. Shame it's hardcoded, would have been cool to add a couple of alternatives to the wall of fire... they look great on the strategic map and offer an interesting strategic option also. That UpgradeCityWalls mod attribute is kinda interesting though.... I guess that would work mostly fine on Towns/Conclaves seeing as they generally don't have walls in the first place. I managed to find a reasonable compromise though (as is often required).

2 Replies 2,258 Views

[quote] You had to have been one of the first to buy the game way back when like 2-3 years ago. Before the end of Dec 2010 I think. [/quote] For FE yeah... but for LH hopefully those who do not fit above criteria can get their hands on the LH beta somehow... like by pre-ordering or whatever.

52 Replies 91,564 Views

Hi all, OK bit of a longshot here.. but just wondering what you guys think... the L5 Fire spell "Wall of Fire" has (as well as other stuff) this in it's code: City WallOfFire -1 City BattleAutoC

2 Replies 2,258 Views

[quote] And what's wrong with one teleport spell, instead of two, for example? [/quote] Well I could be mistaken, but aren't they different effects... One teleports the caster and his army, the other teleports all unstationed units.... quite the different outcome in most cases. [quote] or the fire bolt vs, the death spell bolt [/quote] So are these... quite similar but some subtle diff

27 Replies 32,043 Views