Is there a way to set a useful casting time? I want to be able to cast more then one spell in a combat turn. Is there a way to get the random damage back? Do we need SD to fix this again? Is there a way to make certain spells "roll" to hit like weapons? Is there a way to make items (armour, weapons, mounts) granted via spell, have a cost per turn and then dispell when the enchantment is canceled? I have a spell now that grants an item, costs initial mana,
LightofAbraxas
I would like to suggest that Stardock implements a strict Ice Cream Mondays policy. Recently collected data ( n =1) suggests that employee satisfaction increases by 15% when eating chocolate ice cream on Mondays. Just no vanilla. I hate vanilla!
So, I know that I just mentioned this, but allowing for passive special abilities that run persistant calculations would also allow for the implementation of a per combat Spell Points system that a handful of people seemed to want in addition to scaling Accuracy/Damage/Dodge with current HP levels without too much hassle.
Courtesy of ImpInc and Capn Darwin: "I use the following and it does not log me in and I can use my own data.zip build to test in 1.19b. Shortcut target input: "C:\Program Files\Stardock Games\Elemental\Elemental.exe" /LOCALDATAONLY /FASTLOAD" ...and then hit escape when the error pops up.
[quote who="Nabbar" reply="8" id="2891238"] Quoting LightofAbraxas, reply 6 Yeah, just poking a little fun. Considering that the actual changelog was at the top of the "Recent Posts" section, and the OP has created a new thread asking for the link for each beta release rather than looking around a little, I felt justified. No need for name-calling. 1st off I did look around for 1.19c changelog before asking for assistance, sor
Yeah, just poking a little fun. Considering that the actual changelog was at the top of the "Recent Posts" section, and the OP has created a new thread asking for the link for each beta release rather than looking around a little, I felt justified. No need for name-calling.
I'm sorry, I have no idea what the Dr. thinks of the current patch. Consider me apologetic for posting on your thread. (P.S.: No sarcasm here, I also hope that Elemental gets better and that Dr. J has some insights.)
I think that this is great. Advice from you is exactly what this multi-million dollar yearly profit company needs. Do you have any other sage advice for the UN or perhaps the United States, too? What is your opinion of the wars in Iraq and Afghanistan? What about the rising economic power of China? How exactly does their difficulty with inflation influence their standing as an export based economy? Maybe I can get in touch with Dr. Ki-Moon or President Obama? Perhaps General P
Dr. JBHL is way too smart to play a beta of Elemental. Come on, now.
Yeah, no sweat. Let me know if you have any problems. https://forums.elementalgame.com/405429 Anything else we can do for you? Maybe do your taxes or shampoo your carpets?
[quote who="zigzag" reply="36" id="2889874"]I may be the only one who believes this, but I wish Elemental's backstory were less intrusive and that the factions were good and evil simpliciter. I enjoy fantasy games because they provide an escape from the rationalizing that accompanies everyday decisions. Destroy the magical item or take it for yourself? Do it for the sake of being good/evil. [/quote] So you want factions with no context or character beyond being caricatu
[quote who="Frogboy" reply="17" id="2889419"]The Empires are not evil. I'd argue that the Empires are more on the "good side" than the Kingdoms in many respects. Trying to call the Empires evil is a gross over simplification. The Kingdoms and Empires are ideologies. Not moralities. [/quote] Word. Even if they aren't (as the creator of the lore, I suppose that you're the ultimate arbiter), the do "seem" that way. Killing the land, using death magic, riding b
[quote who="Heavenfall" reply="1" id="2889021"]Rarely do we see Godwin's Law fulfilled in the first post! Is there anything else than the environment that bothers you? Because to me, the rest of the distinctions between Empire and Kingdom seem rather uncoloured by ethics. If anything, they are more drawing inspiration from political variants such as fascism, socialism and aristocracies. [/quote] Yeah, I supposed that, given the amount of lore in the game, it does essen
I mean, come on guys, the division of factions into generic Good and Evil is just derivative and lazy. Every "Evil Empire" in history has had some semi-believable justification (for them) for world domination. So, the entire set of Empires in this game that destroy the land for no tangible benefit just doesn't fly for me, and I suspect many other people. Even the Nazis had a psuedo-scientific philosophy as to why they were right and other governments were wrong, even if they were extr
I would love Fall from Heaven 3. Oh wait, is this the wrong thread for that? Edit: Also, the poster directly above is also a man of taste and intellect for stretching out the tech pacing.
I play on Large maps with extended tech and arcane pacing, so I don't end up getting a tech advance and new spell every other turn in the mid-game.
The ability to implement passive special abilities that do calculations per turn. Pretty please? Edit: Also, hooking up the AdminCost and AdminCostExponent tags in the ElementalDefs file, as well as the tax rate. Or, if these are already hooked up, feel free to shake your head and call me lazy.
Ah, thanks guys. I'll give that a try.
I'm getting the "Failed to download data file" error message. And yes, I am connected to the internet, Impulse, and my firewall has an exception for Elemental. *shrug* I can wait for 1.2. All I really wanted was to see if my performance had gone up or down.
Ah, so a custom ability that passes from unit to unit is possible, but the injury effects are not.
Thanks for doing that. Since I (foolishly) updated to 1.19b, I can't actually play the game to run a test. Having said that, I though that applying multipliers (albeit fractional ones) was what I was doing? I'm not sure that I'm picking up on what you're throwing down here. I guess what I don't get is how you would scale stats without invoking calculations. Edit: Ah, ok I think I see what you mean, but without any Booles to apply those multipliers, I don't see how something li
I've heard of everything but helping me out with my custom special ability. It's your only option for maintaining your street cred!
[quote who="Tydorius" reply="1" id="2887652"]Hopefully this will at the least be something that can be implemented when they add scripting modability. [/quote] Something like this could be done with an enchantment and the SetUnitStat tag currently, so it's not out of the realm of possibility. I'm just not certain that it can be applied in non-dispellable way. [quote who="Heavenfall" reply="2" id="2887655"]2011? More like 2009. [/quote] I suspect tha
Ok. A brief disclaimer, I'm a little drunk after our Grammy party, and (of all things, woe is me!) I'm thinking about a custom special ability that reduces Attack/Damage/Dodge proportional to amount of damage that unit has taken. I think that it might work, but have a nagging worry that some part of the process isn't currently implementable... mainly getting the calculation to run each turn. This is what it would be: All living units are given the hidden stat IsLiving = 1. This i
The United States demands free and fair elections on the lighting situation! [e digicons]:grin:[/e]