I think this is something that will only be achievable once the API is released.
Das123
[quote who="Carewolf" reply="2" id="2846710"]You say there is no racial techs or spellbooks, but then what do you call COMPLETELY SEPARATE RESEARCH TREES, and the life and death spell books? Sure they are faction specific, and not racial, but only the empire has different races anyway.[/quote] The tech tree is allegiance-specific but not faction specific which means that the tech currently doesn't cater for the nuances of each race. For example, Tarth might have its own tech 'Swamp Pa
Thought I'd resurrect the 1.09 scorecard for 1.10 as a way of isolating the various concepts in Elemental and seeing what people like or dislike. Feel free to make your own. Just allocate 1000 points anyway you want in any category or subcategory you like then score the game out of those 1000 points. I'm just going to use the same allocation from 1.09. Feel free to copy the following and add or adapt your own scorin
I wrote this post about calculations a while ago and would love someone from Stardock to let us know what/if things have changed. The problem is that the math we were given earlier doesn't stack-up with the hard numbers in the game and this is supported by the game-play.
I had tried completely restarting my system without luck at the time but a couple of hours later it was working again. :)
I agree that 1.0.9w still is lacking in the AI department but from memory I think that when 1.0 was launched the 'real' AI wasn't included in the betas. Maybe that is happening this time as well. There has certainly been improvements in the last couple of beta versions to the AI so it looks as though it is getting some love. I have had the AI declare war on me in either 1.0.9v or 1.0.9w when it thought it could take advantage of a weakness - which I was impressed with. :)
I've reported this before but the maths used to generate the 'to-hit' percentage during tactical battles looks wrong. Quite often I'll have a to-hit percentage of 90%+ yet score multiple dodge results. When I ran the numbers based on old formulas it was quite different as well.
Wow! This game is really starting to live up to expectations. :) Well done everyone at Stardock!
No. As long as the structure is the same then that is all that matters.
All you need to do is bring them into your My Documents/My Games/Elemental/Mods/Data directory and turn on mods in the game options.
Well done. Very good post. I fully support the idea of scaling back the stats so the disparities are much less between early, mid and late game troops. The battles I've enjoyed the most are the ones where the stats are just slightly more or less and that you need to look for the best terrain to get a win. I much prefer subtle variances.
CoreUnits.xml has been heavily upgraded in 1.0.9v. Are you bumping because there are still issues? I thought everything had been fixed now.
Oh hang on. I think we are at cross-purposes here. :) I haven't experimented with levelling up using milestones. All I was pointing out was that the base stats for certain troops were inconsistent and that by upgrading these units you could milk a few extra hit points. I just tried an experiement... Uber Peon Mod File where the default Kingdom peasant is replaced by an Uber P
Been getting this error now for a while. I was playing 1.0.9v earlier - so the game was working correctly earlier. Guess there is some blockage between my location and the Stardock server. I have run Impulse and disabled firewall and antivirus without any luck.
I made a mod that just contained the Kingdom_Pioneer . Then I changed a few setting such as the default image. And I also added the constitution command setting it really high. Everything changed as desired in-game. Once it was working I deleted the mod file otherwise I'd post it.
CoreUnits.xml has been dramatically cleaned and tweaked in 1.0.9u with essence removed and numbers changed. It appears that all except the Kingdom Pioneers have been fixed. I just did a quick mod test and LevelMileStone is indeed working. :) If it wasn't before then I'd strongly suggest that modders now look at the new clean code Stardock have placed within this file. Looking much more stremlined. :)
Can see many changes now in CoreUnits.xml. :) UnitStat_Constitution is now only missing from Kingdom_Pioneer . Looks like it has been applied to all others.
I've got this happening now in my current game as well. Pioneers and small unprotected cities everywhere.
Elemental has been very stable for me now for quite a while. Even alt-tabbing from traditional 'danger spots' like tactical battles has been fine. I'm not sure if it occurred in 1.0.9.t but the only crashes I've been having are if I play one game then start a new game without closing down.
Not all units have all their UnitStats set and so the default is being used. In particular, some units start the game with 10 Constitution (system default I guess) but new units use the defaults from Kingdom_GenericBaseUnit_Male . Current code typically looks like this: [code="xml"]
Sound in general is really lacking in Elemental. Music, ambient sounds, character noises and monsters. All are below par. I'm even sick of the opening credit animation with the book because of the way the sound starts with that.
I'm coming across some pockets of wandering monsters in early-mid game as well (on Challenging). While I don't mind the monsters themselves I am getting a little bored fighting the constant battles (I don't trust Auto Resolve in the slightest).
[quote quoting="post"] 3. Adjusted the hp modifiers at high difficulties. Challenging- AI Creatures *1.25, AI Sovereign *1.5 (was *1 and *1) Hard- AI Creatures *1.5, AI Sovereign *2 (was *1 and *1.5) Extreme- AI Creatures *2, AI Sovereign *3 (was *2 and *3) Ridiculous- AI Creatures *3, AI Sovereign *5 (was *5 and *10) [/quote] There are still some problems with the Constitutions throughout the game: 1. In one of the XML fi
Thanks Derek and crew. :) I've noticed the art in game and have been enjoying it. I haven't played version 's' yet but my only concern at the moment is that the AI in particular is still very weak. I think everything else is right on track. But please don't let 1.1 be released without better AI decision making - particularly in tactical battles with spell choices.