Omg it works it works! :D I wish the game wouldnt put trees and rocks on snowy peaks though :)
Baleurion
Because a new empire with a new ideology, religion, occult magic fanatic obsessions and dictator-like rule wants it? And what when modders add real unique citysets, like orc cities and undead cities.. How much sense will it make to have half of your undead skeleton empire's cities be green and happy Altar style (after conquest)? This is a fantasy game about conquering enemies and converting their lands, not a democracy game.
Agree, i'd like some more varied options, maybe some things that have nothing to do with production. +20% Defence modifier upon city siege +5% random event luck (o wait we have no random events :( ) +25% mana regen for casters stationed in the city +5 range to casters stationed in the city (AoW inspired) Just, mooooooaaaaar options, maybe it will be hard to balance them, but then make them subtle, so even if its unbalanced its such a small change that it wont
Or even a building that costs 1 gildar in maintenance but removes a square of forest every 10 turns or w/e, would be awesome.
[quote who="Phazon88" reply="1" id="2763327"]Nice screenshots! I've always liked how the game has looked and your screenshots really show the game off in a good light. Just out of curiosity are those maps generated by Elemental itself or using that random map generator mod? [/quote] Its just a normal Large map :)
I dont know if its a bug, or if it has been overlooked. When you conquer a kingdom city as an empire for instance, after the first turn the terrain flips to your style, but the actual city itself remains in complete kingdom design.. They should flip to your empire design as the terrain flips. I understand that kingdom-specific buildings such as huts or whatever wont flip (though they could, if you made them flip into the empire equivalent, kingdom workshop into empire workshop
Idk, i didnt find any "SCREENSHOT THREAD :D:D:D" topics in the first two pages so i thought i'd just post some anyway :) I absolutely love the views you can get in this game if you tilt the camera just right, though sometimes the perspective is...... Wierd. I dont know why, maybe because we've gotten so used to a mild fish-eye lens in most games, Elemental feels rather flat, but sometimes you just hit the magic angle and WOW..... Beauty! [e digicons]:')[/e] [img]http://
Well, some of my custom faction descriptions :P Atlantean Trade Union (good) The long since forgotten civilization of Atlantis did not completely plunge into the depths of myth, a few of the very wealthy aristocrats, aboard their great merchant ships at the time of the disaster, managed to find themselves another home. At which point they came together to form the trade union, anonymous to their origins but powerful in wealth. Draconian Hive </str
Almost as annoying as the non-informative under-attack popup is the city level-up popup, which covers the entire screen (even at high resolutions), preventing you from seeing exactly WHICH city it is that just leveled up, or WHERE exactly it is.. Yes the name is displayed, but rarely do i remember the exact Aduwda-gibberish name of specific cities. This is critical, as sometimes the city in question does not yet produce any Tech for instance (as in the lower info-bar),
Honestly, its so annoying when the combat popup yells "YOU ARE UNDER ATTACK!!", and shows you a few peasants of yours being attacked. Without ANY indication what so ever of where it is, if its an actually city attack, or just some peasants in a field, or some peasants auto-exploring. What is vitally needed is to show WHERE the attack is taking place, either shrink the oversized combat popup screen and zoom the view to the location, or write the city name or "In the vicinity of CI
Haha there's an "Upload File" button in the middle (slightly down) :P I also filed a bug-report about the iffiness i've had loading these maps, perhaps its an issue with how the game reads xml's, perhaps not. Cant hurt to have a dev look at it :) https://forums.elementalgame.com/395849
This may be a bug in the game, in how the game reads map xml's, or in the random map generator app in the modding forum. (Elementerra) -> https://forums.elementalgame.com/395529 However i felt i should report it anyway, using Swedish Vista 32bit OS, and swedish localization settings in windows etc etc, when attempting to load ANY maps ingame generated by this app, the game stalls upon loading the map. Or, if loading
Self-explanatory, and i hesitated on actually writing a thread about it because im 99% sure you devs already noticed it, but if the disable outlines option is checked, tactical battles still have outlines enabled.
Not quite.... So you think its realistic that a wagon travelling from a city without a farm, arrives in a city with a farm, with fresh extra food in its cargo? Then when it travels from the farm-city to the non-farm-city, it has nothing in its cargo. Thats the problem, the caravans are essentially carrying food TO the food producing cities (hence the % bonus), if they carried food FROM the farms to the NON-food cities, the non-food cities would get a % bonus to slow the
I really really love this mod, its just a shame that so many of the surcoats, pants and blouses / shirts dont work well with Urxen, Trog and Quendar :/ I basically removed those xml files due to that, haha. I wouldnt dream of asking you to manually eyeball out the ones that clip through the Urxen/Trog/Quendar models and edit them out (or prevent those races from wearing them if thats possible), but it would be awesome if it was possible.
I have a question regarding race fixes in HF107_race_Umber.xml and such files.. In my My Games\Elemental\RacesTypes folder, i have an .xml which does nothing but change the core races terrain type and in some cases building colors. It looks like this: 255,194,130 138,95,54</BuildingSecond
Well i've thought about it, personally i think the 10 points system is a load of cheat. Whenever i personally make custom factions, i never go beyond 5 spent points, otherwise they are quite unfair if i want some vanilla factions in the same game. I generally pick 1 good trait, or 2 good and 1 bad, i think its a good baseline for somewhat "balance". As for something totally different.... Colors! I think there needs to be clear limits on the colors, if they are tota
[quote who="cephalo" reply="92" id="2762486"] Quoting Baleurion, reply 90 www.filefront.com I stared at this site for 20 minutes, and I could not for the life of me figure out how to register or upload anything. [/quote] http://www.filefront.com/upload.php :P By far the easiest and quickest filesharing site. And this is for example what the download page look
www.filefront.com :)
And how do i make them into other stuff than goodie huts, such as normal props that can randomly appear anywhere (like grass or junk)??
Main menu / Workshop / faction creator.
Why is everyone using this horrendus dropbox? ;/ Why not just use tinypic.com or even imageshack.us, no risk of removing them, links will work for years.
Omg those are amazing urban marketplace stuff :D
OH swamp isthe puke green / brown? I thought that was forest lol. So i imagined the slider effect being reversed :P They should prolly be renamed to something like "Forest Percent" Tried with no swamp, no luck. Also, i noticed that besides the roads-everywhere and no-texture-but-barren thing when loading the maps in the ingame map editor, the trees also do NOT change if i paint grasslands, fallen, desert or arctic environment on them, as they do on other maps. They remain ba
Nope still the same. The only other difference between it and the vanilla map files is that the vanilla files have 1 "tab" before each line, while your files have 2 spaces. Surely that has nothing to do with it since it works for 95% of you all, but frankly im running out of ideas lol. Ill wait and hope an Elemental patch indirectly fixes it.