Just wondering if everyone could check their save games and report on how many techs they are researching in each of the categories; i think it would be interesting to note what the perceived importance of most of the categories is. ideally the spread should probably even, but i get the feeling most people are focussing on civics and warfare. state your allegiance and number of techs in each category at present as kingdoms i am sitting at 17/18/12/9/7 and this generall
Sethai
i was not aware of this, but i do think it should apply because in the vast majority of my games gold is more of a limitting factor than population or any other resource.
and once there are some more useful offensive spells in the midgame and onwards. personally i think there is too much mana maint floating around. using anything with mana maint in the early game is a really bad idea. i'd really wish imbuing was limited with a different mechanic (and a permanent one, to get around this issue). my preference would be bringing back essense and using it as the spell power stat; so a player has to choose between one powerful caster or many weaker ones. aga
[quote who="DevildogFF" reply="24" id="2837199"] Few more things: The different screens for "New Spell Learned", "Your City is Idle", and technology map will always pop up one right after another without giving me the chance to address any of them first. Once the last one has popped up, I can finally address them going backwards. This is pretty annoying cause I'll go to choose whatever it is that pops up first and another screen will pop up! Also, the initial city ord
in the early game the monsters currently work really well imho. while i can see the desire to see more cooler stuff in the late game, often i want to be focussing more on inter-faction warfare by that point, instead of fighting a never ending war with creatures, so i'm not sure how to call it. ideally, i'd like to see the monsters work as a game balancing factor; the more a faction dominates the others, the more and more powerful monsters it will attract.
with 1 are you referring to unit special abilities? because i get that occassionally when fighting spiders and the like. my level 8 hero just sits there unable to do anything turn after turn getting tangled webbed, taking 2 or three damage a turn. but then i press the auto button and he wins?!?! some of the creature abilities need a massive rebalancing push. i have never had the second issue though.
i really like the way expansion is balanced at the moment. not requiring food until you build houses makes much more sense. it allows people to grab resources without as much settlement spam (you can just hold them with your outpost until your real settlements are big enough to envelop them on their own). the monsters are good enough to stop a resource rush like in GC2 however. if i have one complaint it's that the world occassionally generates monsters in the early game that it is literally
i agree with most of what you're saying. perhaps we could get a chainmail armour tech between leather and light plate? personally though, i don't really like the new recruitment limitting system. i know there had to be something to stop us producing our best units in outposts, but requiring them for unit sizes is a bad idea. not only does it not make sense, it will inevitably result in more individual units being built trhoughout the game, which we need less of not more. all those ind
just conquered a yithril settlement as paridien and the nearby gold mines, whilst now displaying my icon, do not seem to be generating income for the settlement (they do not show up anywhere on the city info). they may have been attached to other nearby settlements which i razed before and after conquering this first one.
personally even without the great mill materials are almost never a limiting factor on building anything beyond the early game. gold is almost always more significant. only a fraction of my citizens go on workshops. i think the costs (esp for units) need to be raised across the board. if the gold costs for recruited monsters were lowered too, than the latter might then become a viable option.
getting more but less significant food resources would be a good way to make the food system more finely graded. at the moment one fertile land resource can mean the difference between healthy growth and economic paralysis.
the mana one is looking rather dubious. that's essentially the equivalent of running two free enchants or summons through the entire game. the only reason it's not currently a gamewinner is because there are no spells capable of dealing significant damage beyond the early game (except touch of entropy)
am still getting the same CTDs on quicksaving, loading and on clicking end turn, as i was since the last beta and with increasing regularity over the course of a game. running intel quad core @ 2.4ghz, xp, GeForce 9600 GT
i still argue the concept of level up bonuses is pointless anyway, as we talked about here https://forums.elementalgame.com/398815 better solution: ditch level up bonuses so people don't have to worry about these sorts of things. if you want cities to be able to specialise as they level up, assign these specialisations to buildings that require a certain level (and that y
most of these things are just presentation issues, but they could do to be tweaked - game forgets when unit card is updated - can we get it to stop saying "your turn" after you kill the last monster? - can we finally get a picture for empire pioneers (or just give us the same one?) - is the random name generator ever going to be improved? i think you'd do better with a preset list of settlement names for each faction; would be one of the easiest ways to give th
bah, i'm done refreshing; i'll check it out in the morning. i'm off to get some tail: have fun without me.
no one told me i was a fanboy! OH GOD WHAT HAVE I BECOME?!?!
[quote who="greggbert" reply="1" id="2835354"]One change I would make is allow to buy your soverign equipment by deducting from your starting gold instead of your "creation" points. To me Those spellbook names make perfect sense.[/quote] this. there is a valid reason to invest in an item or two at the beginning of the game; it allows you to start levelling earlier and grab those handy goodie huts before others, so i won't dismiss the idea completely. however, i will admi
population only generates income if you're playing the beta, and it seems like you're not. otherwise.... yeah, you'll need a gold resource. or grab yourself a merchant master npc. can't offer much more than that as there are very few options in 1.09.
[quote who="kenata" reply="79" id="2834343"] Honestly, I don't like the auto-upgrade mechanic very much. In some ways it makes sense that I researched to shanties and now I may want all of my hovels to become shanties. Yet, at the same time, I now can not even build a hovel in a level 2 city for any reason, and as a player, I lose any reason to go back and manage my cities housing, since it completely done for me. With respect to hovels to shanties, it makes sense that your hovels
i'd argue that the biggest problem with the AI building groups at the moment is that - the first group tech is such a huge jump in power in comparison to individuals. groups of three are 3x as powerful as individuals. it's an essential early tech. - the conditions for building groups are too complicated, requiring level 3 towns at least, plus a building (and another for archers) a human player prioritises overcoming these hurdles. without prescripted AI i can see
how about the mana cost of teleort scaling with the number of units involved?
[quote who="Droghar" reply="7" id="2726016"]You'd need to use Impulse to download patches and updates anyway, so why not just buy digitally?[/quote] this. i know digital downloads can seem scary, but once you try it you'll never look back.
i noticed this; i assumed that they just hadn't gotten round to re-implementing all the spells for the beta? these creatures are all still in the game (ie, spawning wild)
[quote who="kapeman" reply="6" id="2833564"]Add fishing, but limit it somehow. At this point there is hardly any reason for harbors or transports. Please note I said, "hardly".[/quote] mostly i just use them out of curiosity so that i can find out the shape of the world and where everyone is; otherwise i never end up making contact with anyone but my neighbours.