[quote who="Frogboy" reply="140" id="2773239"]Yea, we're not going for epic tactical battles. MOM is our influence, not total war.[/quote] Glad about this. :) One question - a little off topic - but I noticed that in the current survey/poll the racial short-comings and racial blandness of the game wasn't mentioned. Is this on the cards to be worked on at all in the future? Seems this gets glossed over all the time and is rarely officially addressed. I'm not sure if this is eit
Das123
I use the Nullsoft NSIS Installer a lot for my work to help my clients manage some of the file changes etc. It is not really all that intuitive to code from our end but I think many end-users get a little lost on where/how to install things so it does make their life easier. I could write a short guide on setting this up on your systems and also how to use it if you think it would be helpful. Or do you think distributing Zip files is good enough?
Looks nice Raven. :) Just one suggestion to help try and simplify things a bit, I had a look at the zip file and the files need to be saved all over the place. At this stage you can pretty much put all the files in the Mods directory but graphic links would need to be re-referenced. The XML files will need to be renamed but it won't interfere with the content and would make it much simpler to install and manage. The file nomenclature that tends to be used at the moment is auth
[quote who="HallowedBMyName" reply="105" id="2772940"] ...I have not bought an expansion from Stardock before, so I'm wondering what types of improvements we're going to see in the expansions...[/quote] If Galactic Civilisations 2 is anything to go by - expect a lot of really cool core changes and fleshing out. Each expansion for GalCiv took it to a whole new level.
[quote who="Frogboy" reply="88" id="2772829"] The campaigns weren't really designed to be a major feature of the game so it really depends on what the community is looking for.[/quote] The things that would make the most dramatic difference to me in updates would be: 1. Unique racial units (not just paper-doll same model) 2. Unique racial tech trees. 3. Limited magic spell-books (not all sovs having access to all
[quote who="DarklingGnostic" reply="13" id="2771961"] As for the quest in 1.07 (for killing rats), I get my champion there and trigger the quest, then my champion to the location of the quest and did the quest (killed the rats), but i do not get a reward when my champion return to the hut. I tried a few times until i get my sovereign to take the rat corpse in her inventory and go to the hut to receive the reward.[/quote] Try transferring the dead rat
[quote who="smorrow27" reply="26" id="2771955"]Can I just express my thanks about the direct and simple answers to our questions about ETA. It's so freaking refreshing. And when one of these patches gets delayed for good reason and someone says "but you promised us 1.08 in 48 hours or less!" I'll be first in line to smack them with a wet noodle.[/quote] Hear hear! Second this. :)
If making the tactical battles more epic means an increase in time, lower performance, and less balance then I'm against it. Tactical battles need to be improved in a lot of ways but scale and scope are a long way down the list.
That's looking good. :) Could you please post your current Azrac files as reference?
Excellent information. :) Thanks.
[quote who="Djohaal" reply="34" id="2771571"]Also does anyone agree color selection could use an HSV (Hue, Saturation, Value) color picker?[/quote] As a colour picker, yes, I think it would be easier for people to use.
Spell books should be difficult to come by except for the first one. As stated above, quests, research, etc should the method of opening other books. Shards should also be rare and powerful.
In CoreAccessories.xml: [code="xml"] Unit UnlockAction BuildTown [/code]
[quote who="Frogboy" reply="3" id="2770744"] ... General game rules exported to Python These are things that I've put on the list as things that I'd like to get done sooner rather than later. [/quote] Yes please! :) And a full XML API for the game would be great as well.
Nice work. :)
Thanks for posting. There are heaps of really excellent thoughts in here about a whole range of different aspects. :) Below is a heavily edited summary of the ideas I like (My comments refer to the quote above each one, not the quote below): [quote who="Raven X" reply="14" id="2768723"] 3. Too many ideas ... The problem isn't too many ideas, it's that the ideas we have in game aren't finished or fleshed out or balanced at all. Skills and abilities don't work.
Thanks Bara. :)
[quote who="Gravedancer" reply="11" id="2770319"]One less thing for Das123 to complain about. (J/K) [/quote] Lol [e digicons]:grin:[/e] Thanks Bara. Working great. :)
If modders using the Elemental forums want to fix this I found a reasonably simple work-around through a Firefox plugin. Details are here: https://forums.elementalgame.com/396187 BTW, Bara or whoever else will fix this, the default font colour also needs to be corrected as well. I see that the style sheet was worked on recently so the old line numbers are a little out. Suggest now adding the .codeb
I don't think it is possible because the only way to build on the resources is by clicking the 'Build' button when the resource is selected. You would need to change this to show icons of your available choices. I love idea by the way. :)
[quote who="fsovercash" reply="2" id="2768553"]1. Concerning weapons, you need the huge leap to match armor. Armor comes in sets (chest, leg, arm, and optional shield). Since these each go up with each tech level, and you are adding 4 item, your defense goes up somewhat exponentially. You only get one weapon, so this has to go up to match equal tech level armor.[/quote] This is the point. The numbers in the game force an escalation like an avalanche. Reduce the escalation and make the
[quote who="MOIISKA" reply="1" id="2768532"]Yes, I disagree with point #3 comletely. #3 is what's at the core of Elemental. The reason there is no variety as you put it is due to lack of balance and umique identities for each faction. Like Gal Civ 2 was at the onset. Once that is addressed, the game will be unique each time you play.[/quote] Thanks for the comment. :) I think you have misunderstood what I meant in point 3 because you seem to be drawing
[quote who="James009D" reply="2" id="2768472"] Nice fix. Didn't know about this add on. Is there a way to modify it so the "list" or numbers don't show up when code is copied? [/quote] The editor used in the website is called TinyMCE and all it is doing is formatting an ordered list (so numbered by default). There is nothing we can do about this on the website end. But stripping them out is fairly simple if your editor can handle regular expressions. Most editors should be a
With each patch Elemental becomes more enjoyable but the game still plays like a run-away train due to balance problems. The most interesting part of the game is the very start where you plan your first city or two to make use of your resources. But after that the game just accelerates away where your player stack quickly becomes unstoppable. Then it is just a matter of moving around without any real challenge conquering all and sundry. Hence the term 'run-away train'. This is fine if you lik
Thanks for the comments. :) [quote who="felipecarmonabr" reply="14" id="2764301"]First of all..excellent Tutorial, it really made me want to mod something. Tried to mod a Wolf Den, but couldn't put it on game, the new file we have to creates goes to which folder?? And second question, the part of the Recruitable Golem, is it possible to design the golem with human weapons? Or even maybe in the future with their own items?? thanks a lot ![/quote] When you