ElanaAhova

ElanaAhova

Joined Member # 3321807
146 Posts 1,937 Replies 2,415 Reputation

this is an awesome thread. I love seeing the ideas played out here. many fit together so well. SD has its tactical battle set up already designed: right here in this thread! Using movement rate = AP, combat speed = initiative, setting a "round' based tac combat unit acting queue, conditional commands, and then adding the overwatch concepts: will create such wonderful, and exciting options/tradeoffs in battle. Now all we need are pole weapons t

38 Replies 25,766 Views

ravenX> what I have seen looks awesome for 'evil' players. Quick question: have you done aything with the spells? Specifically, I am thinking that the achilles heel of the faction (in EWoM) would be the low populations, and the low number of 'dead' remains to reaninmate into skeletons/zombies. Is this tied to population in general, or to thg 'ancient battlesites' and recent battles. What I am getting at is the something that FfH did: make each SOV

134 Replies 303,381 Views

Hi Grunge> I love so much of what you have done with custom weapons, armors, etc. I havn't downloard any yet. Question: are these visuals only, or do they have custiommzed stat (attk, def, etc)? BTW, some of your items give EWoM a real post-apocoloypse feel. Eli - look out!!!! (smile) Thanks...

53 Replies 176,813 Views

Kiwi> Thank you for the info. I wasn't sure i had installed the mod correctly. The only other game i modded was(is) obivion - and that was very complicated. Appreciate it... and I do like the stables...

8 Replies 32,024 Views

Its a pain to wait. when you entered in your key code, did yuo not the difference between "zero" and the letter "o." On my PC, thay sho identically: I had to enter the code six times, trying various permutaions (zero/o) - it took on try six.

6 Replies 1,785 Views

I hope customer support can help you. I had a very different problem -how to update EEWoM on a PC not connected to the web. The gentleman in customer service, who i leave leave nameless, was probably new. he suggested I "try" . Anyway - I finally broke doen and purchased broadband for my PC. expensive fix - but a fix nevertleless. I had no problem at all registering and updating my EWoM. So, please be paitent - it is worth the wait

6 Replies 1,817 Views

Hi... I loved your idea. I installed your mod. BTW, this is the very first, and only mod I have, so far, actually, installed. Played the game. The new 'building' did appear. I built them. They showed "horses produced: 0" I did have a wild horse tile improved, as well. I was able to train mounted units. Questions, please: do the stables produce horses even if the message says "0?" Perhaps I installed the mod incorrectly?&nbs

8 Replies 32,024 Views

I don't know how to mod the code (yet anyway...) But I am a good writer, and love good stories. Quest could have more text, and tell a story as avatar progresses through quest. I just finished helping with the english translation/playtest of Nehrim (German total conversion of Oblivion / TES4.) And I have some free time now. Shall we plan some epic quests and storylines?

35 Replies 107,271 Views

Swerdyass wrote: "Initiative = units current ‘combat speed’ (as in current code) The reason i don't want this and instead everyone has an equal base initiative(before modifiers) is because basing it off combat speed would make mounts and archers godlike. They would always get to go first and get more attacks which would be devastating to balance. <div class="Article_Qu

86 Replies 184,569 Views

Yes a 'fishing resource' on the beach would look silly. What about a " fishers' port " - a 'building tile' that looks like a section of the settlement being used by the fishing community within the settlement. The 'building tile' could have some fisher shacks, many fishing boats, some small repair shacks, sails, and a market space, etc. The tile would look like a part of the settlement where the fishers base their boats ... have the tile produce food (fish). gets

26 Replies 140,281 Views

Awesome work. And the frosting on the cake? This: I enjoy reading the 'back and forth' about your though process as you grapple with various issues because it is teaching me how to mod in this enviornmnent. Later, when the dust is settled, I may try modding also. And you will have beenb one of my teachers! Double kudos to you fro sharing the mod, and sharing your process! Karma coming to you...

29 Replies 105,380 Views

I am so happy to see you have decided to use (eventually) a unit based, rhater than a 'side' based movement order for tac battles. Here are my suggestions for that system: Tactical Battles Current system uses the ‘combat speed’ of the unit to determine its APs allotment. One side acts, then the other. Repeat until only one side remains on tactical field. Side that acts first has immense adva

86 Replies 184,569 Views

Grid on or off? Depends on the game, how clear the 'squares' are with it off, and what i ma doing at the time. I prefer to play with grid off, as it look more 'natural' (whatever that is), more immersive. However, if i have something that requires exact precision to do (really important move, build etc, I temporally turn the grid on, do it, and then turn the grid back off.

17 Replies 55,514 Views

Gweno 1 wrote: here is an RPG called Divine Divinity where there is a secret area where you can find the developers and kill the bugs in the game. When you kill them, if you have the 'silver brestplate' the lead programmer alters its stats making it one of the two best chest-armor pieces in the game (both of which have random stats, so which is 'better' varies). Unfortunately, the teleporter to leave the area is bugged and does not work, but there is a work around using special i

10 Replies 7,739 Views