Gwenio1

Gwenio1

Joined Member # 4229085
14 Posts 1,024 Replies 12,650 Reputation

[quote who="Redwind85" reply="12" id="2793148"]hmm i tried model scale alone but the sovereign becomes huuuge - and only his clothes and head - his body arms and legs stay normal - missing gear/head. and love that i could alter the color of the dragon skin so i could make a gold dragon (kingdom) and a red dragon (empire) yay [/quote] Try increasing it by smaller amounts. I find 0.3750 to be a good scale for dragon sovreigns, so try som

20 Replies 73,743 Views

In a mod I work on occationally elementium will be used to create gear that grants spell-like abilities to units (such as enabling the creation of a paladin unit that can use heal). Also the Spell of Making will be altered to give elementium when it is not a victory condition.

26 Replies 10,019 Views

[quote who="cpl_rk" reply="44" id="2793267"] Isn't this pretty much the same as choosing a difficulty level, where difficulty ranges from easy (5% buff) to impossible (150% buff) ? I suppose a slider would give slightly more results: say you can choose 6%, but 6% is not that much different from 5% (easy). [/quote] Not for me, regardless of how challenging the game is, if the game is balantly cheating then it ceases to be fun. Personally I would like an entir

54 Replies 30,214 Views

1. When you get too many shards, the indicator goes under where population is listed. I suggest placing the number you own over the crystal indicators, and limit the number to three or four 'crystals' show per shard type. 2. In battle when defending, the info card covers the units at the bottom of the list along the right hand side of the screen.

0 Replies 4,148 Views

[quote who="James009D" reply="3" id="2793361"]That mod's graphic changed a road which I don't think is used anymore.[/quote] It may still be used, as roads will get upgraded if the merchant completes enough trips successfully.

6 Replies 6,592 Views

[quote who="KingHobbit" reply="11" id="2793348"]Spell of Making---haven't done this one, not sure what I even have to do to complete it. [/quote] It is the most straight forward after conquest. Research the "Master Spellbook" under the magic tech tree, get up to 10th level spell, research the "Spell of Making", and gain one of each type of shard (required to cast), and cast it.

21 Replies 22,981 Views

[quote who="Kalin" reply="37" id="2793237"]Add a button to reload a tile xml in the tile workshop. This allows us to do precision editing in xml and reload in workshop to check without having to exit elemental and restart to load every time (very frustrating after a while). [/quote] Or add a manual edit (text box) to fine tune the tile.

127 Replies 54,655 Views

[quote who="cpl_rk" reply="42" id="2793254"]The problem is, it's not possible to create a challenging AI without buffering it (increasing its handicaps and bonuses). An AI is simply not capable of competing with a human brain on a 1:1 level. Even on ridiculous setting in the current game the AI is buffered a lot (800 hp catapult squads and 1200 hp recrutable monsters) although it doesn't seem so because it's so easily stompable even on ridiculous (just beat it before it can get this

54 Replies 30,214 Views

[quote who="alaknebs" reply="4" id="2793051"]um... expanding a bit more when you create faction/sov, you can pick a race.... which just happens to be one of the stock made factions. oddly enough, when you make a faction, your faction appears in the folder /my doc/my games/elemental/races/ with a filename of faction_blah.xml i assume the spellbook (life/death), research are purely determined by the allegianc

8 Replies 7,608 Views

[quote who="Robert Hentschke" reply="28" id="2793112"]But if a unit had a good chance to flee, you can be chasing a single scout forever. And while that happens, it's running around, destroying your resources... [/quote] Then the TC map size should be increased such that the defender will be in the middle, and allow all stacks adjacent to the defender to participate, allowing you to surround the enemy if you do not want them to escape.

30 Replies 111,841 Views

It would be nice if AI cheating and bonuses / handicaps should be separated from the difficulty setting when setting up the AI. That way people who want an interesting opponent but are not yet up to facing a tough AI that is cheating can do so. I hope there will be ways for map maker's to interact with the AI via events in order to 'train' it in how to play that particular map.

54 Replies 30,214 Views

[quote who="pasha_bigdog" reply="5" id="2779661"]I think Age of Wonders have something like that, Heroes come back hero zombies?? Would be pretty cool! As zombies they should have 1 intelligence but a lot of hp! [/quote] That was the Death Magic way, the life magic version brought them back to true life, but could only be used once per champion.

7 Replies 33,845 Views

[quote who="Gwenio1" reply="38" id="2792586"]I have been giving it some thought and here is how I think castable transportation should be changed: - There is a one per faction structure that acts as a teleportation terminus. - The low level teleport will take the caster and only the caster to the terminus. - The high level teleport will allow the caster to bring a unit for the terminus to them. - The cost of teleportation increases each ti

74 Replies 61,093 Views

[quote who="dreepa" reply="16" id="2792987"]TBS games of this scope will NEVER be for casual game sessions. I had many many many weeks of fun with my friends playing MOO2, AoW, and even such old games as the grandious Battle Isle series. Though one thing I never did: Play online with strangers. It just doesnt work out. You need to KNOW the player. Have his contact data to continue the match at a later point etc. IMO Stardock shouldnt focus on random matches, lobby support and

34 Replies 125,757 Views

In Documents > My Games > Elemental > Mods, create a file called "mana_regen_fix.xml" and paste the following text into it: [code="xml"] DisplayName DisplayName <ImprovementType InternalName="K_Air_Shrin

6 Replies 6,423 Views

[quote who="CodeCritter" reply="2" id="2791865"]Dear Havoc1128, Could you please provide a screenshot that shows the screen where you see this bonus? Also, if you could send us your saved game, that would help us to identify the problem. Also, were you playing with any mods? Thank you in advance. -codecritter [/quote] Royalty gives a 100% bonus now, per person with the ability.

8 Replies 5,697 Views

[quote who="DrApostle" reply="45" id="2792724"] 7. +1 movement in one's own territory. It makes sense because one should know his/her own backyard. I just worry about the balance when running or chasing an opposing army. [/quote] Make that a strategic spell that takes sufficent casting time, mana cost, and mana upkeep and it is good to go. Age of Wonders: Shadow Magic has a spell like that called "haste domain" that give all friendly units in your magical d

74 Replies 61,093 Views

[quote who="cpl_rk" reply="10" id="2792637"] Bingo !!!! It would be nice if we actually had the correct type of units/target these siege engines were designed to fight, i.e. castles & walls. I don't see the current fortification techs in the military tech category providing the proper "target" for these weapons. A level four city with a thousand people & a fortress looks just like a town with 20 people and a hedge. "greek fire" could be a type of shot that is

43 Replies 26,958 Views

[quote who="cpl_rk" reply="34" id="2792521"] Like I said, if the AI can't be programmed to use that spell (doesn't matter what spell it is) don't add it. It doesn't matter how much or little I know about programming. If the human uses something that the compueter doesn't, and this gives the human an overpowering advantage, then the AI is going to be easily beaten. Period. All posts about weak AI have supported this to some extent or another. Adding additional (unecessary) spel

74 Replies 61,093 Views