Until we have walls that need to be torn down, siege engines need to be of a variety that are good for targeting monsters and troops. Machines that throw a big rock are for structures, machines that throw something smaller (like a balista bolt) with accuracy or a lot of somethings (bunch of small rocks) that hit a large area are for hitting troops.
Gwenio1
[quote who="Black-Knight" reply="37" id="2792574"]I was hoping he was joking... Well having the Moon in the name is very appropriate Brad, since teleport is a SCIENCE FICTION FEATURE NOT A FANTASY ONE![/quote] Both science fiction and fantasy are about things that are not in the world as we know it. The diffrence is not in what they do, but how it is accomplished. Fantasy = magic, sci-fi = techonology.
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 time a uni
There are buildings (pubs, inns, and the great theater for the Kingdoms) in the civic tree that give a boost to prestige.
[quote who="Cruxador" reply="29" id="2792480"]I agree that that worked really well. But it can't really work well for Elemental, because it lacks great temples or any parallel static items of significance. Brad's idea of placing it on randomly spawning locations is the closest we could get to this.[/quote] I posted it to provide ideas, not as a solution. Of course it would need to be modified to fit in Elemental, but it is one of the better systems that I have found.
Try building squads and company sized unit stacks to be able to better take the hits.
One game that had non-game breaking magical transportation was Lords of Magic; all magical travel was a one way trip that required the units being transported to be in a specific building. Because the units had to get back to the "teleporter" it caused it to be a way of having a strategic reserve, rather than a way to take over the world with one army. Also for each of the structures (and there was never more than two on a map) you would only be able to move one stack per turn. One st
I may be clustering players to the nearest start positions, but the minimum is determined by the map being used.
Speaking of modding, it seems it is not using new resource types (at least the ones that do not have a tile like gildar and food). It was possible in 1.08, but not anymore. Was this change intentional?
North is up on the minimap, which can be opened with a button in the upper right portion of the screen.
Was the ability to add additional resource types (like gildar and food) removed? It does not seem to be working now and it did before, and I have checked and I have the format correct. Was it suppose to have been disabled?
It is pure random till 1.1, so have fun with it. (temp fix for the attacker having too much advantage for going first)
[quote who="Heavenfall" reply="10" id="2791790"] So, if I do GFX/CPELF/CPELF_hair1.png it references both the install dir and the mod dir? Sounds pretty dodgy to me. [/quote] I just tested, and you can put "Mods\" before gfx and it will still find it, and will avoid confucsion with the core files.
That is to make you want to marry females off, as you have a chance to get more channellers from them. No way to stop or reduce it.
You will need to start a new game, because it is not possible to design a unit without a weapon or you can make a slightly more costly version by giving a unit a "poineer pack".
[quote who="Heavenfall" reply="8" id="2791776"]Yes, they've added subfolder functionality now. But how in god's name are we supposed to reference files inside the new Mods/GFX folder? For example, translate these lines to read from the mod folder instead of the install dir gfx\\CPELF\\SwampTree2_Green.hkx GFX/CPELF/CPELF_hair1.png
Janusk is randomly generated, so I would say there is no insperation.
[quote who="Kamamura_CZ" reply="36" id="2791543"](wow, so many leaks, is it C++?[/quote] All langauges can have leaks, some just lull you into complacency by saying they have a "garbage collector" to take care of it.
[quote who="nOObonian" reply="19" id="2791324"]* Battles * + The starting side in a tactical battle is now chosen randomly. The attacker and the defender have an equal chance to go first. This is a short-term change. In the longer term, we are moving to an initiative system (individual units moving based on their combat speed rather than each side taking a turn together). THAT..is going to suck... [/quote] ... but not as baddly as the attacker a
Good grief. As a programmer, I can see that ti would be fairly easy for something as complex as the game appearing to work as intended before release and turn out to be far from ready. Just stop complaining and saying how things should have been and either go away or post constructive ideas for how to improve the game.
He did say it yesterday, but the post is lost.
[quote who="ElanaAhova" reply="6" id="2790118"]May I throw in a funny comment? Bug fixes? Send your SOV (with some helping friends), out and go kill those *** spider bugs! [/quote] There is an RPG called Divine Divinity where there is a secret area where you can find the developers and kill the bugs in the game. When you kill them, if you have the 'silver brestplate' the lead programmer alters its stats making it one of the two best chest-armor pieces in th
[quote who="Robert Hentschke" reply="2" id="2791062"]With a mod manager like with WOW where you can click multiple installed mods on/off this makes more sense. Then this "shell" for each mod would definitely be useful. [/quote] It would also be good to pick the order they are applied to the game, and provide tags for how each element will modify the existing resources (e.g. modify (default, the way it is now), replace (ignores the original and just uses the mod's version), a
[quote who="yaromir" reply="76" id="2791053"] I have lots of room on 1600 width. Quite a few others play on 1920 width. Optimize the screen for 1280 but give us a choice to add more columns if we have the real-estate. [/quote] Horzontal scrolling should deal with any width problems.
Your sovereign must bring the items to the forge. When you do complete the quest, you win as no one can stand against you, if master quest is enabled as a victory condition. If not enabled, I do not think taking it to completion currently does anything. When talking to the hermit, you can choose to not fight him resulting in getting a powerful sword.