EstyleS

EstyleS

Joined Member # 444597
1 Posts 33 Replies 309 Reputation

Good read. I not sure if I agree with your suggestions about increasing the influence of auctions in the game, but I do like the idea of a periodic status report and recap. Also, having an easier way of finding your specific resource buildings (a button on each resource display that cyclically selects the next building that produces it, maybe?) and identifying opponents' buildings and capacities would be nice. Though I can't imagine an interface for the latter...</

7 Replies 153 Views

[quote who="Clydebink" reply="2" id="3509061"]I enjoyed reading that.[/quote] Thanks! [quote]In reply to "Why is there debt in the game?", you have an interesting point. If your stock-value just went down and you can buy your own stock back to pay off debt, I don't know why debt is in the game. That's not what I was going to say when I started typing, but now that I think of it, I think you have a good point.[/quote] Yeah... I mean, there are go

4 Replies 276 Views

Oh wait, I remembered some more things: It would be nice to right-click on terrain to pull up a radial menu of everything you can build there. Actually, right clicking on opponents' buildings to pull up a radial menu of purchased sabotage wouldn't hurt either. I know currently right-click scrolls the map, but so does middle click, and honestly, click-drag to scroll the map is cumbersome. I'd much prefer edge-scrolling. So if right-c

4 Replies 276 Views

Founders Elite Pack - That sounds important. My, my, not just a founder, but an elite one at that. I'm sure EVERYONE wants to know what I think. Well, regardless, I was promised certain privileges, such as the right to spew my opinions in this highly exclusive forum. First off, the Stardock 50% off sale is a great idea - especially having that sale apply to early access titles like this one. I'm a little bit behind on my 3M

4 Replies 276 Views

[quote who="indczn1" reply="2" id="3508563"] Does the goon squad work indefinitely? I thought it went away after defending once. Maybe its changed in one of these updates. If not, its a pretty easy choice to blow it up in a FFA since the resource cost can be $100k+ (500 steel 100glass 100 goods), and dynamite is almost always far less. [/quote] Yeah, not sure - I guess probably not. In the game I did it, the Offworld never got knocked down, meanwhile the AI was constan

4 Replies 191 Views

[quote quoting="post"]The off-world just costs so so much and is vulnerable dynamite. [/quote] I haven't played enough to really know, but when I built Offworld, I threw a Goon Squad on it and it seemed to work indefinitely... Seems like an easy solution. (?)

4 Replies 191 Views

[quote who="satoru1" reply="9" id="3507731"] Well I got sucked in via the 50% off deal. Too good to pass up! [/quote] As did I! Was a little overwhelming at first, but once I decided to play on Snail Speed with Beginner AI, I didn't feel like I was getting massively outproduced by the AI while I was waiting for mouseover delays. Won my first game on what I would consider Baby's First RTS mode, so time to try it with some semblance of a challenge.

10 Replies 150 Views

[quote who="sjaminei" reply="165" id="3378259"] Two questions; I tried to add a tech in a standalone XML file, didn't work. Copy paste part of both "sources" in the Single player tech thingie. It's essentially similar to arcane armor in prereqs and all. [/quote] Tech modding is somewhat annoying. See here: https://forums.elementalgame.com/445598

844 Replies 1,928,236 Views

[quote who="KaletheQuick" reply="20" id="3372237"]Assuming the minimums, Twice as many ore veins would be on the map, and those veins would produce the resource twice as fast as the crystal mines. In a fully developed world 4 times as much iron is being harvested than crystal.[/quote] That's "assuming the minimums" as you say. In my experience, there are always more than 1 Crystal Mine per player in a Medium or Large size map (haven't played enough smaller than tha

32 Replies 32,153 Views

The first time I loaded the game, I had that crash. Then I went and updated my video card drivers. The second time I loaded the game, I had that crash again. After that, I have been able to play the game with no crashes... So, not a lot of help here, but do make sure that you have the most updated video drivers.

11 Replies 5,116 Views

[quote who="DatedSandwich" reply="59" id="3371328"] I've attempted to make Wargs a trainable unit, but they will not appear in game and I have no idea why. I've created several mods that allowed new units before and they all work just fine, but Wargs are baffling me. Any ideas?[/quote] Maybe post the xml?

844 Replies 1,928,236 Views

[quote who="parrottmath" reply="58" id="3371264"] Yes, but you can create your new tech tree where every race uses the new tree to your liking. Utilizing negative pre-req as well as the positive pre-reqs[/quote] You can't add something for "every race"*. The best you can do is add it to every vanilla race and every mod race that you know about. I know that's how a lot of things are done, but it's so inelegant... Even having the player choose th

844 Replies 1,928,236 Views

[quote who="parrottmath" reply="56" id="3371254"] There is a way... take a look at the traits like No Armor or No Ranged weapons. These traits / weakness give restricted techs on the tech tree. In other words, you cannot see these techs if you have these traits. Also, you have the great axes or light plate shows up for some races but not others. You can use these pre-requisites to get a semblance of a new tech tree.[/quote] That won't work. As you know, you cannot

844 Replies 1,928,236 Views

I have a feeling that this is going to be a tough one... I haven't figured out all of my previous modding issues - unfortunately it looks like few people have even bothered with tech modding so far, but I'm making progress and finding some workarounds. I'll start a new thread for my mod once it's even to an early feature-light Alpha stage, but still plugging ahead... What I'd really like is for a player to be able to choose which Tech Tree they want to

844 Replies 1,928,236 Views

[quote who="Denigrate" reply="6" id="3371131"] PS: The AutoHotKey script is extremely easy too. Just put the following in a .txt file and load the file with the AutoHotKey .exe: w::Up a::Left s::"Down" d::Right[/quote] I ask just because I'm curious - y

9 Replies 18,141 Views

[quote who="GFireflyE" reply="11" id="3371020"] Quoting EstyleS, reply 9 I usually choose Restoration first, then followed by Leatherworking or Civics, and then usually Shard Harvesting is close behind. Knowledge comes in usually just after those. I don't see a big problem with that - I'm not sure that every 1st level tech needs to be an ideal 1st choice, but you have to research it eventually. but every first tech should be a viable

14 Replies 8,184 Views

[quote who="Fallenchar" reply="8" id="3370975"] In FE, Knowledge granted Prestige, making it much more worthwhile. Now it's not very useful. The Study is too expensive, imho. If it were cheaper to build, Knowledge would be more interesting. I like the 3 Fame solution.[/quote] Not very useful? That seems odd. I mean, it's not generally a first tech pick, but you need it once you build your first Conclave, because otherwise your +% research bonuses d

14 Replies 8,184 Views

If there was a flanking bonus, I doubt it would be facing-related, because there's no easy way to change your facing. It would probably be like D&D (4e, specifically, is what I'm thinking of), where it's assumed that a combatant can easily turn to face any one enemy, but get enemies on opposite sides or corners and you get the bonus.

6 Replies 9,533 Views

You might want to use this acid attack... Unit UnlockCombatAbility SpitAcid1 Target enemy takes 1-3 damage a round for 10 rounds. (SpitAcid2 and SpitAcid3 are a bit stronger... 2-6 damage and 4-9 re

17 Replies 9,354 Views

[quote who="EstyleS" reply="40" id="3370276"] Okay, I've been trying to figure this one out on my own, but no luck yet... Is there a way to have a tech give the player another tech on completion?[/quote] Doh, figured it out on the next thing I tried after posting... oops. Turns out the correct attribute is "UnlockTech". I guessed "GiveTech" based on "GiveItem" being used in a lot of GameModifiers in the quest xml, but those GameModifiers seem to have

844 Replies 1,928,236 Views

[quote who="parrottmath" reply="75" id="3370297"]I've tried to do something along those lines and have failed to get something to work like that. I can implement a new resource like MerchantBazaar resource, that is required to build the national bazaar, but there would be no way to obtain this resource upon destruction of the national bazaar, and hence would never be able rebuild the MerchantcrossBazaar. Thus, the dilemma[/quote] Hmm... you obviously know way more about modding th

191 Replies 534,034 Views

[quote who="brich1212" reply="37" id="3370154"] For compatibility concerns is there a way to say add a prereq to an existing weapon from a separate file? For example: can we add blah blah blah in a CustomWeapon.xml file and have it append to the full definition of "Shortbow_Tarth"?[/quote]

844 Replies 1,928,236 Views

Okay, I've been trying to figure this one out on my own, but no luck yet... Is there a way to have a tech give the player another tech on completion? Two things I have tried: a.) make the second tech cost 0 (and have the first as a prereq) - this almost works, except that you have to actually select the second tech and end turn before you get it. I want the tech to be given for free, immediately. b.) Using a gamemodifier with "GiveTech" <Game

844 Replies 1,928,236 Views