You can get version 1.80 HERE.** 1.8 BUG-WATCHERS: BlackRainZ, EviliroN, thionoxial, dopeydave, awuffleablehedgie - Fixed the Earth sword ability so Min != Max damage (causing a crash) - Fixed the Air staff ability so Min != Max damage (causing a crash) - Verified that Forbidden Research tooltip says +100% research and matches actual effect - Changed sword of Hate Lifesteal to lower, but irresistable damage, since Lifesteal wasn't working - Removed Unholy mana from Holy Temples - Added Holy Mana - Added the Holy Temple for Kingdom players - Fixed the calculation for Purge (holy spell) - NOTE: There are some things that are happening with accuracy that appear to be issues with 1.08 that will likely be addressed by SD.** 1.7: Updated to work with Elemental 1.08. All spells and abilities in the mod have been rewritten to use the new Min/Max damage scaling. I'll include the details in this email as soon as I can, but until then, you can find them in the new link!
Sovereign (Fire/Earth/Air/Water/Unholy) Mana Talents I added these 20 point talents to allow me to test out other elements of the mod and decided to leave them in for those who want to use them. They may or may not be "balanced." Each of these talents allows your sovereign to "act like" a shard of the appropriate element.
Leadership Talents / Training The idea here is that your leader (or a champion, if he buys the training from the items shop), can direct other units in combat to greater effect. During Sov creation, they are available as 4 talents: Bold, Brilliant, Daring and Inspiring Leader. They are based on Strength, Intelligence, Dexterity and Charisma respectively. In the items shop, they are available as items with "Tactics" instead of "Leader."Special training for units These "items" you can add to units in the designer allow you to give them special abilities.- Herbalist training: Gives the unit a healing ability that scales with its unit size- Assassin training: Give the unit a short ranged damage/weaken ability based on Attack
Holy Spellbook - Purge: Divine power blasts down, purging those who oppose you. INT/2 Damage - Blessed Mending: Target friendly unit regains INT / 4 HP * Troop Size. - Summon Avatar: Summon an incarnation of holy might to punish your enemies. - City of Light: Divine light flickers along every street, drawing refugees from near and far. +1 Prestige, +1 Diplomatic Capital. - Miraculous Bounty: COSTS 5 ESSENCE. Target empty tile in your territory blooms with life. Creates a fertile ground resource - Pacifism: Target enemy or ally unit loses 1 turn, applies their Attack bonus to their Defense for 1 turn, setting Attack to 0. - Sacred Resurgence: Blessed power infuses all units in the target tile. They gain (INT/5 * Troop Size) health regeneration a turn for 5 turns.Unholy Spellbook - Blood Bolt: You enchant your own blood to blast toward your target carrying a deadly curse. INT/2 Damage, +10%/Unholy - Dark Transformation: -10% health, +10% ignore defense, +10% double strike. The unit is warped by dark energy, sprouting swift, piercing claws. - Summon Felbeast: Summon an incarnation of dark power to serve your cause - Forbidden Research: The top minds in your city turn to dark, twisted research methods. -1 Prestige, +30% Arcane Tech - Wind of Decay: You exhale a dark wind that washes over your foes, leaving them crippled. INT/2 damage, -50% Defense for 1 turn - Terrorize: Target unit quakes in fear as dark visions assault them. They are unable to counterattack for the remainder of the combat - Shadow Form: Target unit gains the ability to transform into living shadow. +20% dodge change, gain Blink ability. - Depravity: Target unit is filled with an uncontrollable bloodlust and attacks itself visciously based on caster INT and target's ATK - Necropolis: Surrounds target friendly city in a (visible in-game) wall of bones.
Elemental/Unholy MountsThese are available for Sovereign/Champion/Units when you research your mounted combat tech: - All of these require you have one Shard (or unholy temple) before you can train units with them - Saddled Felbeast: +1 Combat/Overland speed, +2 Attack - Saddled Firebeast: +1 Combat/Overland speed, +30% counterattack damage - Saddled Earthbeast: +1 Combat/Overland speed, +2 Constitution - Saddled Waterbeast: +1 Combat/Overland speed, +10% dodge - Saddled Windspirit: +1 Combat speed, +2 overland speedElemental Vestments These are the robes worn by those little people who stand around all day and stare at your shards. In game terms, I've provided 4 robes that represent the "profession" of Fire, Earth, Air, or Water "Priest/Monk/Cleric/Fanboy." They provide the unit (which can be your Sovereign) with a "Blessing of X" (tactical) ability that scales in power with the number of shards (of that element) you control. The robes provide 2 Essence to the unit, and the blessings cost 1 mana per cast. They target a single friendly unit at any distance, and currently last 2 turns.- All of these unlock when you research Shard Harvesting (for your faction)- Vestment of Fire; provides ability "Blessing of Fire:" Target unit gains +5 Attack/Shard, +10 Morale/Shard - Vestment of Earth; provides ability "Blessing of Stone:" Target unit gains +5 Defense/Shard and +3 Attack/Shard- Vestment of Water; provides ability "Blessing of Water:" Target unit gains +5 Health Regen/Shard for 2 turns- Vestment of Air; provides ability "Blessing of Wind:" Target unit gains +15% Change to dodge/ShardElemental Essences These are four special items you can give your units/champions that grant them tactical combat abilities.- Essence of Fire grants "Fire Breath"- Essence of Earth grants "Rain of Stone"- Essence of Water grants "Drowning Strike"- Essence of Air grants "Hurricane"Elemental Bows These are four items, available when you research your race's version of Advanced Archery, that grant your units a ranged attack with a (brand new) elemental effect. Right now, they do the same damage as a longbow, but I'll be adding specialized effects in the next update.Elemental Swords I've added a sword for each element. They are available for each race in the cutting weapons line of research. Each weapon grants a "once per tactical combat" ability to the unit that performs a special attack against an adjacent opponent. The (defendable) damage for the weapon is based on the unit's attack strength, but it's enhanced by 25% for each shard you control. - Flame-Forged Sword (Burning Strike): ATTACK based damage with ongoing 1 damage + .25 damage per unit size. Damage increased by Fire Shards- Pure Metal Sword (Crumbling Strike): ATTACK based damage that reduces target's defense by 25% + 2% per unit size. Damage increased by Earth Shards- Frostbitten Blade (Frozen Strike): ATTACK based damage that numbs a unit, preventing it from counterattacking for 1 turn. Damage increased by Water Shards- Stormwrought Blade (Storm Strike): ATTACK based damage. Pushes target back 1 square + .25 per unit size. Damage increased by Air Shards- Hate-forged Blade (Profane Strike): ATTACK based damage that reduces target's morale by 10 + 2 per unit size. Damage increased by Unholy Mana Magical Combat Staves I hate giving my wizard lord a bow or sword to make him effective in combat. I want him to feel cool right from the get-go. To this end, I added 5 magical staves, each that gives the wielder a (tactical) ranged, INT based attack that costs 2 mana and +3 Essence. The effects of each scale based on the number of shards of the appropriate element you control. Your sovereign can pick one when he's created. They unlock for hero units in the shop when you research Shard Harvesting.Fire Staff: 50% INT damage, +25% per Fire ShardEarth Staff: 30% INT damage +25% per Earth Shard, -5 DefenseWater Staff: 30% INT damage +25% per Water Shard, CombatSpeed set to 1 for 1 turnAir Staff: 30% INT damage +25% per Air Shard, 60% chance to lose next turnDeath Staff: 30% INT Life Steal +25% per any ShardUnholy Mana / Temples I've added a new type of mana, Unholy Mana. You generate this mana from a sovereign talent or by building "Unholy Temple" improvements in your cities. Right now, they're dirt cheap for testing. They give your Death Staff (above) a 10% bonus to damage for each temple built, and they allow you to recruit "Death Wargs." I'll be doing a balancing pass on these at some point soon.Please let me know about any gross errors you find in the mod!Also, if anyone wants to submit better flavor text, I'll be happy to shuffle it all in.
Installing this mod1. In the Options screen, find the "Use Mods" option, and make sure it's checked.2. Close out of the game. 3. On a 32 bit machine, you'll unzip the files to C:\Program Files\Stardock Games\Elemental\Mods. On a 64 bit machine, they’ll go in C:\Program Files (x86)\Stardock Games\Elemental\Mods. You may have to create the Mods directory manually. 4. I originally believed the files in the "Icons" folder went in your Mods\Icons directory. xStarfirex has reported that placing them in ...\Mods\Gfx\items worked instead. alborrelli reported that this should be \Elemental\Gfx\Items. ** Unfortunately, I don't have another machine without my mod files in the "Units" folder, so it's difficult to know exactly what you'll need to do differently. If none of these work, post a quick note and we'll try and help you out!
Happy modding,Gnilbert
Great work, Gnilbert! I was wondering why none of the icons work. I too run on 64 bit Windows 7, so I'll have to take a look at the permissions issue.
Love the mod, can't wait to do a bit of work on the new 1.6 version. Keep up the good work!
What if you put the elemental robes and staves to mid game magic tech? As give them to my champion early will make the players able to create a lot of caster early on (make the imbue essense magic wasted)
Stardock really needs to incorporate this into the Vanilla Game. Excellent work my friend, well done indeed. You can count me in for a download!!!
does 1.08 break any part of this?
What he said!
Well for some reason I cant get the upgradecitywalls function to work anymore.
The new version is up! It's now fully compatible with Elemental 1.08. I'm looking into a reported issue with UpgradeCityWalls, though. I'll let you know more as soon as I can.Happy modding!Gnilbert
gnilbert i tried the new version, seems archers have some serious issues? Either they dont hit or they hit by a ridiculous amount of dmg. With the elemental arrows or bows or whatever it is.
also purge seems to miss and just says "Purge" in red but no damage
Keep up the good work!
also...........
the holy temple....gives unholy mana?
I can verify the presence of a bug regarding accuracy. I'm using the lightning rod/staff, and I've never once hit. Ever. Also, despite having selected the Holy spell book (and not the Unholy) I can't choose anything related to a holy temple or worship, but an unholy worship option is present. Lastly, something seems wrong with the starting holy spell. but I'm not exactly sure what.
Despite the bug reports, let this not be taken as criticism, but complements on an excellent mod that does what the president of stardock should have done before release; offer genuine choices for your sovereign. You have done an excellent job here and I hope you have an excellent future in programming someday. (or currently, if applicable)
LOL http://www.youtube.com/watch?v=gldlyTjXk9A
anyway, im just trying to help you bug test, no inquisition here
Hey Gotta glitch to report, tried it out several times, The sword of hate i believe, the last one on the list, when i cast the attack spell/ability it gives my sovereign it crashes out my game , Ive tried it in several fighting instances, the other swords "at least 1 or 2 i tried worked fine' but right after he raises his hand in the air to initiate the spell the game str8 crashes just with the hate sword, let me know if you want a debug.err file or a saved game with the sovereign i got a personal server i could post it on,
Awesome mod by the way, shit u should see if Stardock needs some hire, great graphics 3D & Icons shit looks tight. keep up the good work everything else seems to be working great. this game needs some nice new ideas like the ones you have added, gotta have the magic based weapons whats an RPG without them ya know. Karma +1 to you. if you could msg me just wondering what app you use for the 3d graphics, been trying to get more into 3d graphics just setup 3ds max , maya and a cpl other appz this week.
Win 7 X64 Enterprise (Legit Full UPdates) , Q9550 2.83, 8gb ram 2gbx4 , Game alos legit (1st game paid for in so long)
Gltich 2, i know should just make one post,
but the unholy spell Forbidden Research: The top minds in your city turn to dark, twisted research methods. -1 Prestige, +30% Arcane Tech
says that its +100% Arcane in my spellbook didnt test to see if thats what it actually does but just noticed that when glancing threw mod notes
I've found that most of the abilities seem to crash the game right now
ok i want to instal this mod but what EXACLTY do i need to do im a little confused. this will be the first mod i have downloaded. THANKS!
Blaziken, In impulse, find Elemental. Right click and select "Open Application Location". Find the "Mods" folder. If one does not exist, create it (it may prompt for permissions). Then unrar it using an unrar utility (like WinRAR). Start the game, open up the game options, and select "Enable Mods"
Gnilbert, I discovered the CTD issue. If you open up "Gnilbert_FocusItems_Abilities.xml", go down to the Wind staff one:
<Calculate InternalName="MinDamageBase"> <Expression><![CDATA[[ShardMultiplier] * -1]]></Expression> </Calculate>
<Calculate InternalName="MaxDamageBase"> <Expression><![CDATA[[ShardMultiplier] * -1]]></Expression> </Calculate>
Change it to:
<Calculate InternalName="MaxDamageBase"> <Expression><![CDATA[[ShardMultiplier] * -2]]></Expression> </Calculate>
and it works again (:
If I were to take a wild guess, I bet that the MinValue is inclusive, and the MaxValue is exclusive since your values are:
<Calculate InternalName="MinValue"> <Expression><![CDATA[[DamageFromInt] + [MinDamageBase]]]></Expression> </Calculate> <Calculate InternalName="MaxValue"> <Expression><![CDATA[[DamageFromInt] + [MaxDamageBase]]]></Expression> </Calculate>
What's happening is it tries to roll a random number from [MinValue, MaxValue). If MinValue == Max Value you're asking for a value of x where
MinValue <= x < MinValue
this is impossible.
The following ability also seem to suffer from the same problem: (Min == Max)
"Gnilbert_Swords_Earth_Ability"
The ability "Gnilbert_Swords_Unholy_Ability"
is completely borked. Lifesap does not properly utilize MinValue and MaxValue. I removed it and replaced it with:
<Calculate InternalName="Value">
<Expression><![CDATA[[DamageFromAttack] * .5]]></Expression>
</Calculate>
However, that deals damage to the caster :/ I tried to switch it up and make it:
<Expression><![CDATA[[DamageFromAttack] * -.5]]></Expression>
but then it dealt no damage at all (and it dealt very very little with the first value as well). I'm not sure how Lifesap works but I would think about swapping out the ability for something else.
Purge also seems broken (:
<Calculate InternalName="DamageFromInt"> <Expression><![CDATA[[UnitStat_Intelligence] - 10]]></Expression> </Calculate>
<Calculate InternalName="MinValue"> <Expression><![CDATA[-3 - [DamageFromInt]]]></Expression> </Calculate>
<Calculate InternalName="MaxValue"> <Expression><![CDATA[-6 - [DamageFromInt]]]></Expression> </Calculate>
Dang - thank you all for the reports. I've just put out the first version of my crazy side project (shameless self-bump HERE), so I'm going to jump on these issues when I get home from work tomorrow. It might take me a bit to test out everything that's been reported, but I'm going to try and get an updated version up ASAP.
that sword ability seems to be the only one so far for me ive done most the other ones
Version 1.8 is now up! It addresses a number of issues:CHANGE LOG** 1.8 BUG-WATCHERS: BlackRainZ, EviliroN, thionoxial, dopeydave, awuffleablehedgie - Fixed the Earth sword ability so Min != Max damage (causing a crash) - Fixed the Air staff ability so Min != Max damage (causing a crash) - Verified that Forbidden Research tooltip says +100% research and matches actual effect - Changed sword of Hate Lifesteal to lower, but irresistable damage, since Lifesteal wasn't working - Removed Unholy mana from Holy Temples - Added Holy Mana - Added the Holy Temple for Kingdom players - Fixed the calculation for Purge (holy spell) - NOTE: There are some things that are happening with accuracy that appear to be issues with 1.08 that will likely be addressed by SD.Happy modding,Gnilbert
There are many great features available to you once you register, including:
Sign in or Create Account