[quote who="MattSan" reply="21" id="2804410"]Since Elemental is going with Python and not Lua, I would ask whether the devs are going to consider all the work Google is doing with the Unladen Swallow Project. We all know how slow FFH can be on huge maps with all that Python code in Civ IV. Would be nice to use the latest and greatest version of Python to get the best possible speeds for large mods. Reading up on the Python forums it seems that Unladen Swallow in fact mi
Gwenio1
Good ideas for encounters, though lairs should use the same mechanics as battles during a quest; therefore it is special encounters in general that need work. After all, at its heart a lair is a quest location that spawns monsters near it till the "quest" is completed (typically by clearing the lair out). Beyond that the only things that might go into the creation of a lair that a quest might not is ways to scale up the encounter / reward (if any) as the lair grows stronger (caused by global
[quote who="SeanenG" reply="12" id="2799956"]Is this /not/ implemented? I've seen bandit camps, spider's lairs, and ogre dens in the game, which spawned one or two roaming units of that type and had a 'leader' unit of that type on the tile itself. But the only place I can say for certain that I've seen them is in the campaign mode, so they might not be randomly placed in the map generator?[/quote] As I stated, it *can* be done, but it is not possible to have them randomly placed and e
There is an upgrade you need first; however the keyboard short cut for it (X) worked even without the upgrade prior to the last update. I have not checked yet to see if it still works.
It does not matter for most people how much memory 64-bit apps can use currently, because you are most likely going to run out of harddrive space for the cache before reaching the max allowed amount.
[quote who="Nathikal" reply="11" id="2798548"]Most spearmen also get some benefit against cavalry. [/quote] I would say spears should have the reverse effect of any bonus a mounted unit gets with a lance when charging (more damage against units charging up as they get impaled).
The hotfix is out.
[quote who="Lord Xia" reply="11" id="2798522"]Never played it. Maybe I should... [/quote] The entire series is on Impulse as a bundle if you decide to get it.
[quote who="Lord Xia" reply="8" id="2798515"]Whats AoW? [/quote] Age of Wonders, which beyond small folk (it has three: halflings, dwarves, and goblins) has quite a bit Elemental can learn from. Like multiplayer that is really worth playing and archery that is not overpowered. And lets not forget that AoW has a hex grid.
[quote who="Lord Xia" reply="6" id="2798511"]Kinghobbit reminds me that we need some kind of little person race in this game. Maybe all you smarty pants that made that cool elf one can make a Gnome one or something. Little people! On motha f'ing ponies! [/quote] AoW has had haflings since the first version, and they have always had ponies.
[quote who="Rhah" reply="4" id="2798439"] Anymore suggestions would be helpful. Also does stardoc activitly look at forums still or is there a place to submit bug reports. There used to be a sub forum for bugs for stardoc games, but I am not able to find a bug forum for elemental? [/quote] https://forums.elementalgame.com/forum/877
The single best thing that can be done to balance teleporting is to make it so it will be the only action taken that turn (require full move and reduces remaining move to zero), so that it can be countered. After that it is a matter of making it more fair against the AI by having at least the upper level AI use it when it is clearly a good idea and balancing the cost against any limitation imposed on the method of teleportation (more limited in usefulness = less cost).
[quote who="cr0nic69" reply="175" id="2798397"]I'm getting a game crash when trying to load maps by Elementera Mod? Updated to 1.09e. [/quote] Non-stock maps do that due to a new bug. To be hotfixed today.
Mods are all on or all off, and the setting in in the options menu. Mods go in Documents > My Games > Elemental > Mods.
[quote who="Edwin99" reply="9" id="2798296"]And, only sovereigns, their champions and summoned creatures should be able to enter the lair. [/quote] I would say when you reach a lair, it should be handled like a quest destination to avoid redundancy. However, quest locations need to be allowed to specify things like 'heroes only', 'limit to N people (with special units like dragons counting for more)', ect for who may participate in the enounter.
[quote quoting="post"]After patch to fix collect crystal, I waited about 4 days. Now I am trying to warn all the towns of the attack. I am currently on warn Lord Markinn and the campaign had me build a city next to the lake to the left of gildar for the iron production. My city grew over time and I do not know if this is the issue, but lord Markinn city has no borders of the kingdom except the city itself. I am unable to enter the kingdom due to not being able to go into the city i
It is maps with non-standard sizes it seems, it has been reported and it to be fixed tomorrow.
[quote who="tjashen" reply="5" id="2798059"]If this were implemented, I'd suggest that there would be special lair battle maps, in place of the plethora of battle maps we have now. A single lair map would be easiest, but perhaps clearing a lair would involve two or three maps? I.e. Lair Entrance, Main Lair, Throne Room/Queen's Chamber. If multiple maps were involved, a player could 'turn back/retreat off of' any given map and give up on clearing the lair, but of course the po
[quote who="tjashen" reply="3" id="2798047"]I'd like to see 'clearable' monster lairs. The lairs would spawn monsters until you physically go in and clear them out. Using whatever 'spawning' formula is appropriate.[/quote] Naturally. For me, the main inspiration for lairs is Majesty, in which just about the entire game is about destroying monster lairs. [quote who="tjashen" reply="3" id="2798047"]Finding them would probably involve moving into the lai
[quote quoting="post"]Why can't I select bigger maps?[/quote] Having looked in the Maps directory, I would say it is because those are the only sizes. I did not look at the sizes, but there were only a very few listed as multiplayer maps.
It is not as simple as wanting less stuff, we want less non-post-cataclysm stuff and more post-cataclysm stuff (lairs spawning monsters that need to be cleared out, more devistated looking landscape, ect).
New victory condition: Debugging When this victory condition is enabled, super insectoid monsters will appear that are named after game bugs. The first will have 1000+ CR, and each one after that will have a CR of at least 1000 more than the previous one. The final bug will be called "Out of Memory", and have a CR of over 10,000. If you slay it, Frogboy will appear and thank you for your help debugging the game by give you a choice between a cool item or victory with an movi
[quote who="Lord Xia" reply="3" id="2797967"]What mega map by Frogboy? I want mega map! [/quote] Then download it from the maps section of the mod library.
Janusk was controlled by a setting in the gameplay options last time I checked.
[quote who="Tserrof" reply="14" id="2797927"]I don't know if the programmers are smart enough to over come the planning issues. The games I have played don't do it very well so why should I expect them to? I instead offer more raiding of human cities to offset human advantages and to give you someone to fight.[/quote] If they cannot get the AI to be capable of making reasonable seeming decisions about city planning then no amount of cheating will be able to make it seem like an opp