John_Hughes

John_Hughes

Joined Last seen Member # 704682
0 Posts 391 Replies 12,490 Reputation

Please fix the Defense Rating issue that currently Bogs the Tactical battles down once units with 15+ Defense ratings (most any stack) hit the field. Can we please have Stacks Offensive and Defensive ratings reduced as the Stack whittles and then dies. The current special abilities afforded those units with Essence, even small amounts, are simply wasted when facing De

140 Replies 329,372 Views

A Copy and or Save as Option would be ideal as well. If I create a 3-peice (wall segment for example), I should be able to both select the 3 and Save that as an NEW Object for use later on or copy it whole for use immediately.

7 Replies 7,832 Views

It always seems a bit unfair to compare any 2 games, and there AI's, when one is in its 5th iteration of build versus one that is in its 1st and running on a brand new Engine. Are there any other NEW (as in, not version 4 or 5 or 12) Empire building/4X games coming out in the near future based on NEW engines that will have to have new AI's created? I

82 Replies 157,151 Views

Raven X, how many enemies did you place? I have found that the more there are and the longer they get to grow/build the more memory gets consumed. Try and take out a couple of Factions, raze their cities, Save and restart and see if that helps extend the # of Turns in game. My last game went 900 turns but had to be restarted a couple/five times until I found and eliminated a couple larger factions on the map.</span

8 Replies 2,792 Views

What I would like to see is enemy stacks, as they die off, get their defense values reduced. Currently, you destroy HP's but the Defense stat of any group remains the same. If a stack has 4 men, as they die, the groups defense should be reduced by 1/4th for each man lost. It can be very disheartening currently to go Tactical and face 750 enemy HP in 2 units or stacks

106 Replies 265,698 Views

When the Python API's get released, then the true FUN and Depth can begin. Until then, learn the in's and out's of the XML and simply play the game. It is still FUN if you let it be... ;)

16 Replies 7,476 Views

[quote]"That's the beauty of mods, you can use them or not, your choice"[/quote] But without knowing the side-effects, how would a potential user, be able to make an informed decision about using it or not? Best case is a Readme.txt file inclusion which states any draw backs that/might exist.

8 Replies 40,125 Views

@Carlzilla Not sure of the affect, I am not home, but there is a Typo in the entry for the Z_TaxOffice_01 It reads Z_TaxOffice) 01

13 Replies 57,238 Views

Sounds like a Move of the Original files from "/Program Files(x86)/Elemental/data/English/Core Improvements" then replace with your "Robust" version, then run the "ill-advised at this time" /createxmlbinary"

32 Replies 101,018 Views

[quote who="wraithstalke" reply="22" id="2749758"]@John_Hughes: They're only available to custom sovereigns (in creation) at no cost. Allowing you to buy armour in creation, which is better than padded, probably unbalances the game somewhat, even if they had a cost associated with them (owing to the multiplicative effects of Dexterity). Since all the armour is available at shops, after researching the relevant t

27 Replies 98,786 Views

They may be in the Core files area. Not to argue, but, the objects have to have, at worse, an .xml file associated with them, otherwise how do they get built in game? I will check tonight to see what I can dig up on this. It seems strange is all... P.S. And I have been wrong before. Once. ;)

12 Replies 10,104 Views

Good job Raven X. Will add it to my game now. The Mods I placed already are great and this will add in nicely. I knew E:WoM would be a Modders delight. I am digging in to the Particle Accelerator myself. Perhaps I will test some Undead particles. :)

39 Replies 32,516 Views

[quote who="GalahadtheElder" reply="6" id="2750407"]Yeah... but that's not a Resoln city that looks like mine would at around turn 40 at the start of the game... and that's what I mean. But thanks.[/quote] Those city based objects obviously already exist. You just need to find them, place them as you wish and voila. Your Resoln city lives.

12 Replies 10,104 Views

Speculation would assume that the changes Heavenfall makes over-ride the "default file code" from within the MOD dir. As such, the particle changes, not being related to Heavenfalls changes, would be over-ridden as well when also placed in the MOD dir. If that makes any sense. :)

120 Replies 75,081 Views

One way is to open your Map and add existing tiles to the map. I can't think of the proper term right off but there are a quite a few pre-built structures available. Anything special has to be pre built, added to the proper Dir, thenit comes up on the List in the Map editor.

12 Replies 10,104 Views