Sammual

Sammual

Joined Member # 1530707
20 Posts 315 Replies 14,729 Reputation

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

34 Replies 99,682 Views

[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

19 Replies 67,934 Views

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

20 Replies 15,966 Views

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

1 Replies 5,314 Views

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

19 Replies 67,934 Views

[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

161 Replies 517,613 Views

[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]

84 Replies 151,913 Views

I also can not create treaties unless the values for two treaties (One from each side) have the exact same value. Sammual

1 Replies 2,917 Views

[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

85 Replies 234,769 Views

[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

232 Replies 344,331 Views

[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

69 Replies 184,465 Views

[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

34 Replies 67,233 Views

[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,

196 Replies 324,454 Views

[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

120 Replies 205,262 Views