LightofAbraxas

LightofAbraxas

Joined Member # 3084921
10 Posts 224 Replies 15,587 Reputation

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,

7 Replies 6,838 Views

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.

127 Replies 54,675 Views

[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

21 Replies 26,632 Views

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.

21 Replies 26,632 Views

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

34 Replies 114,345 Views

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?

21 Replies 26,632 Views

[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

58 Replies 40,938 Views

[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

58 Replies 40,938 Views

[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

58 Replies 40,938 Views

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

58 Replies 40,938 Views

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.

126 Replies 193,337 Views

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.

127 Replies 54,675 Views

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

14 Replies 7,792 Views

[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

14 Replies 7,792 Views

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

14 Replies 7,792 Views