[quote who="James009D" reply="4" id="2738973"]It's not implemented yet so we are stuck using the "Mods" folder, atm. I'm still unsure how far they intend to go with mod support. Right now it looks like it's just Maps, Items, Tiles, and Quests. We'll have to see once they implement it.[/quote] No, it reads out of the user folder just fine. I had a tile and a quest xml left over in there from beta, and it actually showed up in my sandbox. I totally forgot about it until then.
Annatar11
Awesome work, Icecrown. Keep it up!
Going from memory (yay posting at work), from left to right: Gold income, arcane/tech knowledge income (should show both?), prestige income (the goblet), and available building space. AFAIK, Protect Settlement has a max range so you need to be close to the city to cast it. It is an Enchantment, so if you cast it successfully you should see a new tab called Enchantments on your Sovereign (next to Vitals/Actions) that will show all the permanent spells he's maintaining.
I think one of the most likely explanations is that loading a saved game after doing the research re-applies the research, thus spawning more and more shards. I've also seen some funkyness with new shards appearing out of nowhere when I load a game.
We don't know. At the moment, Tactical Battles are disabled in Multiplayer (though so is Multiplayer :P). It was stated that they will be enabled in a free update as an option, and I guess that might happen next week when Multiplayer is enabled, or might happen a little later. But, my gut says it won't allow more than 2 players to be involved - at least not initially. Would certainly awesome, though.
You added the command to the end of the Target field in the game shortcut?
Oh the Library already has listings for quests, tiles, etc. Just that only map submissions can get approved for sharing at the moment while they finalize stuff on their end for the rest :)
The campaign is mostly intended as an introduction. More books are supposed to come later (not sure how/when), but for now Book 1 is it :P
[quote]I have hit that CAST button before, but apparently to no avail? Maybe it needs a double click?[/quote] If you select a spell that you can cast, the button should be green and clicking it once should close the spellbook and give you a targeting cursor - the tiles it can be cast on are highlighted green, and red is for tiles that can't be the spell target.
[quote]Any argument in favor of the current implementation against a combat speed/initiative order à la HoMM?[/quote] The only thing I remember reading is Frogboy likening it to MoM's "style" (note I realize groups and damages and etc worked different in MoM). Other than that, who knows. Maybe they're not fans of an initiative based system in general?
It's still in the game. If you go to the Workshop in-game you can access the Mod Library. At the moment you can only share maps through it, I believe, as submissions have to be moderated and they're still ironing out the admin tools and guidelines for approval. There are some screenshots of the screens on IGN, they should be near the top.
[quote]no option for general mods. [/quote] That I didn't see. An odd choice..
[quote] I'm having trouble with trying to CAST spells, any spells. [/quote] There are two types of spells: strategic (world map), and tactical (battle). Both sets can be accessed by clicking the little book icon next to your mana bar. You can select spells and get information about them, and double clicking (or clicking the big Cast button) will allow you to cast the spell. [quote] I found a TOKEN, that said it would SUMMON a beast to help me. So, I get into a nice
PopeBucky, I believe Rosco missed you saying that you're without internet, because I'm fairly certain the method he describes requires you to be online to install. For an offline installation, you can download a pre-made archive from http://anywhere.impulsedriven.com which can be installed offline. Everything else applies, though. Your saves should be kept intact, and as long as the new patch doesn't invalidate them (1.06 invalidated 1.0
[quote]My other favorite is the guys who simply state that the game was ready on launch day and refuse to even address anyone's issues or concerns. Awesome.[/quote] Those guys are troll from the opposite side of the fence. Everyone knows the game has issues. But it's annoying when the same people are coming into threads that are regular discussions or issue reports and start spouting how crappy or unfinished or unready the game is without contributing anything even remotely us
[quote]EDIT: Thank you A LOT. That has solved 98.6% of my problems and the mods are working now.[/quote] My pleasure :) Picked up that tidbit from Cari while idling in IRC.
[quote]What are some good sites to upload mods to? Firstly, small XML modifications don't necessarly need to be uploaded. However, if they are extensive and large then you might be better off uploading them. iMod, depositfiles [TO-DO]...[/quote] Most likely this will not be necessary. The Mod Library within the game is designed to be used to upload and share mods quickly and conveniently. The caveat is that because SD is hosting them, the mods will have to go thr
Well, if the rings are small, you could fit 8 or 9 on a finger. Maybe they have really long fingers.
While you can't download just the updates, because they don't exist (Impulse just does a file comparison and overwrites), you can use http://anywhere.impulsedriven.com to download the most up-to-date game archive, which you can install offline at home. You will still need Impulse installed to do so, since it's the only thing that can read the archive, but it does not require an internet connection.
Simultaneous turns in tactical combat, which essentially means a D&D-like combat system (Baldur's Gate, NWN, etc) was actually the original planned implementation of tactical combat in Elemental. But, according to SD, they didn't like how it came out, so they changed it to turn based instead. I partly think the time it took to make the change ended up stinging them a bit, since it left less time to make a real smooth turn-based combat system.
[quote who="strawbdragon" reply="43" id="2738310"] "Follow the rising sun for three days, and ye shall find the tomb of Thezanderbar!" croaked the old hermit, pointing eastward. And so, the champions gathered together their belongings and ventured forth north east, then south east, then north east again, then south east for a bit, and then they went north east again for a while.... [/quote] I LOL'd. :D
I would rather some of the basic treaties be available without research, like NAP and territory access, but the more advanced ones can stay researchable. There's other stuff in the tree besides just treaties, so I wouldn't want the whole thing dumped.
[quote]Edit: Gotta be careful typing playing and myself in the same sentence, especially if I throw a with in there.[/quote] Unfortunately, "View Edits" reveals your seekrit! ;)
[quote who="jeffalford" reply="40" id="2738016"]I got a question about license keys. I received my boxed copy today , I also ordered the digital version but felt like I needed a hard copy. This option allowed me access to the Beta. As I opened my boxed copy I decided to check the License Key of the boxed version against the digital version and was surprised to see that they were different. So my question is do I in effect have 2 copies of the game or will the box license over ride the digital
If you're changing the core files, I believe you have to delete the data.zip file (binary data that the game uses so it loads faster), and then run the game with /createxmlbinary so it re-creates it with your changes. They should show up, then. Edit: The above might also work, I haven't personally messed with existing core files.