What determines a childs stats? Is it as totally random as it appears? I have had about 100 kids in the games I have played so far, most of them with the first female NPC I could find and most of them were much weaker then either parent. If I keep leveling the mother along with my soveregn the children seem to have a slightly better chance of good to average stats but waiting to marry until the female NPC gets to level 10 or so seems to increase the chance of powerful chil
Sammual
[quote who="Stmorpheus" reply="15" id="2728058"]wait, in beta 4 each city that you had beyond your first had an increasing upkeep. every city you built started to cost more and more gold per turn. has this not translated to the final game? [/quote] It might be back in with the day 0 patch but the interm patch or the CD build removed it. I will check when I get home. Sammual
Can anyone fill me in on how the CoreSummonedUnits.xml tag works? For example the following is taken from the Familiar . LevelMilestone InternalName =" L1 " > <span
Monsters don't spawn inside area controlled by nations. Monsters spawn in forests. Monsters spawns are triggered by advances in the Adventuring tree. Keep these things in mind when you place cities and when you are thinking about researching Adventuring. If you race up the adventuring tree before your area controlled surrounds the near by forests you get swamped by monsters. If you race up the adventuring tree after your area controlled surrounds the near b
We know that "The land masses are taken from seed files." Looking at the seed files it appears that Land, Water, Mountains, Forests, and possible starting locations are fixed. Is any of this information modified durring map creation (Do the Mountains and Forests grow / shrink, or shift at all)? Will we be able to mod this in the future? How are Resources randomly placed, will we be able to mod this in the future? Thanks, Sammual
Where did you see "Gildar Ability Point"? The crown sysmbol in the combat summary shows the XP of the units. Sammual
I would like to see a Resource cost for founding a city (50 gold, 50 Material, 10 Metal) and a Mataince fee per city that goes up by the number of cities you have (First city costs 1 gold per turn, 2nd costs 3, 3rd costs 6, 4th costs 10, fifth costs 15, etc...). I believe this would slow down expantion and stop city spamming. Sammual
[quote quoting="post"] Resources are treated more like units. This is hard to explain but essentially the game will let you know of what resources you’re not using and how to make use of them. [/quote] Can we get more info on this? Thanks, Sammual
I managed to put my heroes in the back by reforming my army but the Sovereign is always the first in the list no matter when I add him to the group. Sammual
Is there any way to order your army so the casters and ranged units are in the back and my melee units are in the front when the combat starts? I hate having to spend my first actions for my casters running away. Thanks, Sammual
[quote]Availability Now, one thing I think I can say (and I’m not promising this because all things are ultimately decided by the IT gods) but it is our plan to make the “gold” version of the game available a bit early to those in the beta and those who pre-order will also likely get it a bit early. We hope to start pre-loading Elemental onto machines early to mid next week to reduce strain.[/quote] All hail the [e digicons]:frogboy:[/e]
I also can not create treaties unless the values for two treaties (One from each side) have the exact same value. Sammual
[quote who="StevenAus" reply="35" id="2710490"] Quoting strongking, reply 32 > an interesting loading screen How about showing randomly selected monsters, spells, etc. with there stats or effects? Or have some randomly selected tips? Excellent idea! Elven Legacy does this (although the loading times are a bit too quick to read tips), and the Battle for Wesnoth main web page (a random creature is shown every tim
Good luck, it sounds like something I would be interested in playing. Sammual
Hands down - "more emphasis on making it easy for players (in game) to customize their own factions/races" Sammual
[quote who="L0s7man" reply="105" id="2570937"]What's wrong with gold? Don't you know the good old dwarf song: Gold gold gold gold gold gold gold gold gold gold gold gold gold gold gold gold gold gold gold Gold gold gold gold gold gold gold gold gold gold gold gold gold gold gold gold gold gold gold Gold gold gold gold gold gold gold gold gold gold gold gold gold gold gold gold gold gold gold [/quote] You forgot a gold, inbwtween
Tadpoles? [e digicons]:frogboy:[/e] Gold or Gildars work for me. Sammual
[quote who="SpardaSon21" reply="14" id="2568371"]Aractain, I for one welcome my new frog-like overlord. All of you should do the same. [/quote] [e digicons]:frogboy:[/e] [e digicons]k1[/e] Sammual
[quote quoting="post"]After Elemental gets released I’m going to kind of take a sabbatical from Stardock and become a modder. I’ll focus mostly on modding Elemental and when Civ V ships, I’ll mod that as well. I really would like to see modding of PC games to become more mainstream as they are one of the big advantages they have over consoles. [/quote] All hail the frog!!! [e digicons]:frogboy:[/e] Reading your plans makes me very happ
I like the governors and being able to use resources close by.
[quote who="BoogieBac" reply="81" id="2432115"]For clarification, I beleive the free 'low level' tech mechanisim should work like this. - old techs will eventually turn GREY (this is after you've passed them over them around 8 milestones in that same category) - when a milestone is completed, the game will look to see if that category has any outdated 'grey' techs - if so, there's an overall 10% chance of getting one for free - if you roll a freebe,
Check out the Gratuitous Space Battles demo.
[quote quoting="post"] A caravan is sent to each city in your kingdom that is connected by a road and will deliver N (typically 10.0) of that resource when it arrives at a destination city temporarily adding to whatever projects need it. * We don’t currently like how roads are being built but don’t want players to be forced to building “workers” to build the roads. If anyone has