[quote]Tactical battles. Internally they’ve been functioning for months but there’s working and there’s polished and so we’re still working on that aspect.[/quote] We have many unpolished items already, why hold this one back? You will get much better feedback from the player base if you give them something they can get their hands dirty with. If there are other reasons thats fine, but being unpolished just doesn't seem like a good reason to hold it
edpfister
[quote]Many spells will be considered Enchantments. There is no upkeep on enchantments. Instead, players will be able to maintain N enchantments where N is based on the caster’s essence. Enchantments do not stack (bug in beta 2a was that enchantments stacked). Example of Enchantments: Brilliance: Increases city research by +1 for each building in city that’s producing research. Enchanted Farms: Increases city food production by 20%. Fa
I personally think it would be better if essence was only used for very special events. Summoning a dragon or a volcano, ok I have no issue with that costing essence. Summoning a familair, no way that should cost essence. I don't really have a problem with reviving land costing essence but it should be small, especially since we can now find already revived land. For point 2 I would like to see the sovereign be more powerful. Right now they feel like a normal u
[quote]B. Assuming this means that witch huts and the like 'spawn' when someone researches this (Player only?) this should instead 'reveal' those lairs instead. That is to say they are already placed on the map. Also.. to prevent missing out on adventuring opportunities for growing your cities too big (and thus covering the tiles), placing a building over an adventure point should spawn an adventure for the player to complete, complete with a "you discovered an ancient dark ruins within the c
[quote]I am totally against removing the graphic for small things the world of elemental can be very big making this very annoying.. be sides the graphic representation of something interesting is merely a tool to simulate the fact then in a real world like situation, we would see that dropped coin, wallet, or bag.[/quote] I think his point is that your scout may have a viewing range of 3. I'm guessing a tile is probably at least 5 miles wide. Will your scout really see a
[quote]Number 2: Maybe we can choose or change the element of the shard when we first harvest it. Maybe they start off as a Shard of Magic and, when harvested, we choose their element and that's what it gets locked in at. That way we have more of a choice of what brand of magic to pursue.[/quote] The idea of changing the shard was brought up a long time ago and at the time I thought this was a given. I definitely agree we should have a mechanism for changing the shard type someh
[quote quoting="post"] Interesting Choices. Being forced to spend essence to build a city is not a choice interesting or not. I’m inclined to find some other use to revive land rather than forcing users to use it to effectively build a town. That is, we’d let the player build cities on the foresaken land. That’s a pretty big game change but when you add the new game behavior that the sovereign can only found their kingdom (after that, only pioneers can
I saw something similar with the previous build but didn't report it as I crashed shortly after (out of memory) and didn't properly analyse the details. I remember the type was clearly labeled sovereign but the name wasn't familiar so I'm not sure it was an actual sovereign or a mislabeled unit. Either way it shouldn't have been in the city after I conquered it.
I wasn't suggesting to get rid of the "lottery system" as you call it. The only differences I suggested would be when you choose the tech (initially versus at the end) and if there is any deviation in how long it takes to complete the tech.
If you try to adjust the edge scroll speed using the slider it jumps all over the place instead of sliding. The arrows work fine though. Other sliders do not have this problem.
There are lots of issues with the spell system but those are already being discussed elsewhere. What I haven't seen mentioned yet though is the use of the term "spell points". In many games spell points are just another name for mana. In your game they are basically spell research points. With having 3 magic terms already I think it is important for them to be pretty clear what they are right away from just the name. I think having spell points and mana mean two
They are planning on adding damage types to weapons (blunt, piercing, etc) so there will be a lot more to weapons other than just +attack, +speed. Nice post but it might make more sense to go over everything after they add that feature in. No idea when that is scheduled to happen though.
Yeah, I thought this was weird when I saw it too. I have no idea what the scale is on the map but I'm pretty sure it's further than an archer can fire. Hoping this is just a placeholder to give archers an advantage until tactical combat is in.
I'm not sure of the exact formulas involved but it basically just can take a little less or a little more time to research then what is initially displayed. Once you start getting close the reseach will display a percent chance of you finishing earlier than expected. I seem to remember some other game doing something similar as well, Sword of the Stars maybe?
[quote who="CdrRogdan" reply="6" id="2657752"]Just out of curiosity, how did you get a regular soldier to have 15 hp? [/quote] You just research traing type techs then when recruiting change the training level. Think Elite is the one with 15 hp.
I think I like the current research system but after playing MOO2 last night I see I like theirs better even though they very similar. The two things that I like about their system are: 1) When researching you pick the exact tech you are researching and then wait for research to complete. In yours you pick the actual tech at the end. Picking before makes more sense and also makes people think a bit more. For instance you pick weapons to research and then bump i
At first I was unsure if my whole army was selected when selecting it so I kept on shift clicking on each guy and then moving them. I noticed weird things when I did this. I believe that each unit was moving individually instead of as one entity. Some of the things I saw were quest givers telling I had no escort even though I did, odd graphical shuffling, invisible units and units with different movement points not staying together. I guess the current implementation
I was playing the thief sovereign so had an ability that gives extra loot from battles. When I went to the loot screen it displayed the bonus loot as 8.13995e-159. First of all that's basically 0 which is wrong and of course it would be better to display this as an integer or maybe with 1 decimal point. Noticed this more than once but I didn't take note of the other values, just that they were still using scientific notation.
I mistakenly added 4 opponents to a tiny map and tried to remove them but was unable to. Tried dragging them out and pressing "Remove" on the right but nothing happened in either case.
Seems my other post never made it. Let's try again. Currently after researching many "movement" techs our armies are flying around very quickly in the late game without the aid of magic. This just doesn't feel right to me. Techs like that make sense in the space 4x games you have worked on in the past but not so much for a medievel era, land based game. I don't mind a couple of improvements that can help speed up your army as this could happen because of more e
I think you probably intend to do this but in case you weren't you should put all the nice details you put into the reseach selection screen as you have in the other research screen. Things like the leads to and such would make it easier to make choices. Also from the way I've been playing I rarely even go to the completed research section so I end up not seeing the techs that could have shown up. Not sure how exactly but it would be nice to convey that info in the selecti
Right now if you land on a quest sight and don't want to do it, it will go away completely. Would rather just have the quest not start but be able to come back to it later. In many cases this may not matter but for things like escort quests you may need a strong group if you are in dangerous territory. Also if you arrive at a quest destination and don't do it you fail the quest or it goes away. In my case I wandered on a quest destination where I needed to fight but
I went to war with an AI player and was marching my army into his territory and saw a lone farm (I think that's what it was anyway) near his city that I thought would be nice to raze or capture. After landing on it I was surprised to see that the whole city was now mine. There was an army guarding the farm also. The farm was probably 2 or 3 spaces away from the nearest city tile and was clearly not part of it. City had a wall (fort I believe) and that was not surr
So I played for about 3 hours yesterday and after exploring about 3/4 of the world (tiny map with one continent) there was not a single iron resource. The rest of the territory is owned by the AI so I am unsure what is there. It was rather disappointing going through basically a full game with no iron. Not sure if this is common or if I just got very unlucky but it's something that shouldn't happen in my opinion.
I created a town next to a lost library and after building a few other buildings wanted to build on the resource. The icon is there but after clicking on it the area does not become green. I can click on the map and the build icon (the circle of the building with the timer) will be displayed but nothing happens. After checking back later the icon was gone (before the 10 turns it was supposed to take). You can also click on the map multiple times and have the