I fought a 3 pack of stalkers with a heavily equipped Varda. The Tarantula that always webbed me held me in a spot, and then the stalker walked up and proceeded to take her down from 51 life to 0 with 6-point attacks. That's 8 Mauls (after the initial hit) in a row. Varda had a 45 defense and a 54 dodge. at that point the stalker's accuracy should be in the minus. I thought, well that's pretty unlucky. So I reloaded the game, and this time I c
dangerlinto
I've noticed only once in my games did Resource Harvesting actually produce chests near my capital near my Metal/Clay or whatever i had. Most other games it was simply a completely useless trait - in the sorcerer's case one you have to take to get through that skill line. The one game I cdid have it working, it was insane. Every turn I had one unit walk around and pick up the tresure chests and got a ridiculous amount of common crafting items. It wou
Well, I can possibly agree they are out of place, but since Bucholz is awesome, I have to say it's not a problem for me. I actually read every line of every quest, because many of them tickle my funny bone. And they are also short and to the point. Go play Baldur's Gate again. Lots of funny subtext that wildly out of place for the over-arching theme of the game. I have to say, I like it.
[quote quoting="post"] I was at 1 threat the entire time...[/quote] I agree here. What would help (though probably not totally), IMHO is if the quest rewards for not doing the things that remove doomsday counters but instead add to it were significantly better than always being able to do the Honorable/Compassionate/Good... thing. I've save scummed most of them and while sometimes getting the Scoundrel type rewards gave you something more, 49/50 times it
Despite many random maps, I've yet to see a wild grain resource appear.
Free things: 1) More information where it is needed. Off the top of my head would be to show how many shards are connected to a city, what resources are connected tot he city (without scouring the whole map) and probably some more hints at how to grow things like ZOC from cities and outposts. 2) A "Little" more mana/magic, especially in the early game. Perpahs a building to simply give +1 mana (not magic power) so the Sov can get a little more involved in the early game.
It would be nice if in the City Summary (or the Cities report screen) you could tell how many crystals are connected to the city.
Neither does the scout ability - at least on this Former Peasant unit I'm running around with
I've been having a great time playing the game - really, really enjoying it so far. Except of course, that invariably, when I go to load a game, I accidentally DELETE IT. Could be the awesome UI decision to put that button right beside the load button, and not to the include the 'Are you sure you want to delete this save game?" dialogue that would have saved me from restarting all over again (because that simply a better decision than to just replay the last 5 turns mid-
[quote who="BernieTime" reply="222" id="3381296"] Quoting dangerlinto, reply 221 Quoting parrottmath, reply 219 Quoting BernieTime, reply 218 Quoting StevenAus, Yes, except use FireMana instead of FireMagic (the resource name is FireMana) None of the suggested methods work, sadly. Did you use the Attribute FireMana? Initially I mistakenly stated the variable as FireMagic (woops)[/quote] Yes. I tried
[quote who="parrottmath" reply="219" id="3381243"] Quoting BernieTime, reply 218 Quoting StevenAus, reply 217 Thank you very much for your help, that's what I wanted to know, thanks! And just so it doesn't get lost, it would be great if a modder could reply to Reply #214 too. If I understand the code you're working with, You're creating an item that gives +4 Fire Attack when equipped. The following cod
Adding Shard power from Items I've been trying to make items that provide an appropriate shard power amount (like a shard would provide) by the method (if possible) is eluding me - here is what I have: Item [code="xml"] Mox Ruby This rare gem
I like it. I'll try and use this for my next game.
You have to pick your spots. Remember there is a minimum Tile Yield for it to even show up. So you have to do it near some resources. It could be a little clearer, but save the game before you do it and you can figure it out pretty quickly. At 200 mana its a lot, but sometimes it can come in really handy.
nothing to see here
[quote who="Kongdej" reply="6" id="3328735"] @Dangerlinto, Try reading the original post again, the subject is based around the AI ignoring these rules, so while you can change how the rules work, it wont matter since the AI will still ignore them. Sincerely ~ Kongdej[/quote] Oh I see. I suppose it's annoying in that regard. I just liked almost equal footing.
[quote who="mqpiffle" reply="2" id="3328689"] No. You can't.[/quote] Maybe you can't. I wouldn't know why that is... I can (click for larger) <img src="http://www.classicquarter.
You can mod this in ElementalDefs.xml
Or you can just save the game, load get one turn's worth of resources, save again, and load, and be on the same turn with a lot of resources. I've yet to see if the AI players also get the turn's worth of resources.
[quote quoting="post"] Hi new to game running through a scenario that has the story base thing I have a quest from a khag who wants me to get him 15 bits of metal in exchange for the main crystal piece for the main questline. This is where my frustration begins ive been all over the map and cannot for the life of me find any metal my capital no matter what i do or click on appears to have 0 metal and 0 production points and no way of obtaining it from there so wth do i do? [/quote
I don't have the screenshots available right now, but gone are previous yields that might get a really good city going. Basically, you'll never see a 4/4/2 tile anywhere on the map, because that's a tile Yield of 10 - they don't seem to exist anymore. I generally only play temperate maps, so it's entirely possible that it has to do with just that map type, but having had a gander at the XML, that seems unlikely. Proceeding to try and mod in
I made a post about this just yesterday https://forums.elementalgame.com/440686 With 1.3, there seems to be some crazy cap at 9 total. The Halcyon days of finding anything but cookie-cutter city locations are gone..
Are you sure it wasn't acid spit? Just making sure...
I've modded several things in the game to produce more yield on most fertile land (mostly by upping the essense yield - seriously, what with a +1/essense spell when it's so rare you even find a 2 essence tile. However, in 1.3, I'm noticing if there is a particulary crazy amount of essense, I'll see a 4/0/5 tile... which then made me Ctrl+U the map and find that NO tile had more than 9 total yield in it. I couldn't find anything in ElementalDe
I experienced the same problem