I would like to see the game keep the name singular and simply add "Party", "Squad", etc. after the name. This way all names would work and if we have multiple units of the same design but with different sizes we'll be able to tell them apart. I guess this should be moved to the Elemental Ideas forum.
Trifler500
I submitted a spell idea yesterday but I don't see it on the list today even though several others were added. Is there a way I can make sure it wasn't lost to the Internet void? :)
Issue remains in 1.09.
[quote who="StevenAus" reply="7" id="2799045"]Couldn't they use for example "a Spearman group" rather than "a group of Spearmans"? I think using the name of the soldier, prefixing it with "a" (or "an" for names starting with a vowel) and putting "group" (or whatever the name is for that group size) at the end, would work for all cases, because it talks about the individual which makes up all the members of that group, and doesn't need to know any of the ways of making a plural. <br
[quote who="Gazz_" reply="2" id="2798892"]A far more solid solution would be if the unit XML would not just have one field for Display_Name but instead have Display_Name and Display_Name_Plural. During unit creation, the game would attach the matching one to the unit. Simple. Rules like in the first post can not work. You're probably assuming that english will be the only language WOM is ever going to be available in...[/quote]
Currently the game automatically adds an "s" to the end of the unit name whenever you make a group larger than one. However, this doesn't work for a lot of names. I'd like to suggest making it so that the game checks to see if the last three letters of the unit name are "man". If so, have it change it to "men" instead of adding an "s". This will allow names like Spearman, Maceman, Swordsman, etc. and the game would then change them to Spearmen, Macemen, and Swordsmen. In addition, it would al
Please fix the Champions (Janusk and the guy who gives you farming) in the Campaign so they start with 2 Combat Speed like everywhere else in the game. This is as of 1.09e.
Still occurs in 1.09b
Sounds like instead of coding it so it changes the maximum health in a city, it should be coded as an increase to maximum health. For example, if X = Normal Max HP: Instead of changing X from 200 to 500, it should be coded as X + Y, with Y being 300. Then the unit's actual maximum HP would increase to 500 inside the city, but the game would also be able to continue to reference X (200) as the normal maximum, and thus the unit would still have 12 troops. As for leveling up as p
As of 1.08 Legendary Plate Helm and Leather Greaves have been fixed. Padded Armlets, Light Plate Armlets, and Legendary Plate Armlets still aren't available to Trogs/Fallen, Urxen, and Quendar races (which all use the same armor models).
Regarding #1 in my original post: I'm looking at Empire stuff now and the Imperial Short Sword is yet another weapon with 4 Attack, so now it looks like - War Staff > Oak/Boar Spear > Short Sword/Imperial Short Sword. That's completely opposite of what it should be...
The Fang Dagger uses no Metal. Is this correct?
I found out what's wrong in the XML files. In the AbilityBonuses.xml file, under Master Archers, it needs " Advanced_Archery_Amarian " added on the next line after "Ranged_Weapons_Amarian".
[quote who="ZettaOmega" reply="1" id="2775641"]I finally researched a good weapon 50 dmg and 1 combat speed.... but the price was 2000 gold for it and the most i have in game is around 1000 gold and 25 gold per turn. So that it s as good as impossible to get that sword to any of your hero troops, and to equip it to troops is also impossible because it uses an ore i have never found in the game before. (elementium i think)[/quote] If that's 2000 Gold in
Overall I like the weapon balance changes I've seen so far with 1.08, but I noticed a few items that need attention: 1) There is no zero reason to take the Oak Spear vs. the War Staff. They do the same damage, neither has a modifier to Combat Speed, the War Staff costs 1 less Gold, they cost the same in materials, and the War Staff adds 1 less turn to training time. Perhaps the Oak Spear should return to 5 damage? 2) <span st
As of 1.08 I'm still seeing all units gain 1 Combat Speed in tactical battles as compared with what their statistics say they should have when out of combat.
Relias and Janusk still begin the Campaign with 1.00 Combat Speed as of 1.08.
I'm having the same problem. I defeated the army with the Dragon and killed the General but it didn't tell me what to do next. I've explored all of the area north of the Obsidian Gate but I can't go further south than the Dragon because there's a wall there.
Oops I posted in the wrong thread. I have so many now... This one's about Base Attack. The original issue still exists in 1.07.
[quote who="Trifler500" reply="2" id="2735762"]I'd like to request that clicking on "Retire" button in the Unit Designer delete the corresponding file in the Documents/My Games/Elemental/Units directory. I often create a unit, don't like the way the picture turned out, create a new one with the same name, and retire the old one. I might repeat this several times until I'm satisfied. Or, I might do it just to change the order my units are listed in. When I looked in this folder I found that I
Still occurs in 1.07.
Update: With 1.07, Great Warriors is now adding a 10% bonus to Combat Speed. Death Worship still doesn't seem to do anything.
With 1.07 several Sovereigns changed to 2.0 Combat Speed. However, Karavox, Magnar III, and Verga still have 1.0 Combat Speed.
Nah they just forgot to edit the .xml files for these guys in the campaign. They have separate files from the ones used in regular games.