[quote who="Emperorjarin" reply="51" id="3232576"]they didn't sap my precious XP I would use them alongside my super sov. They don't. Only champions sap your exp gain.[/quote] Really now? That is awesome, I didn't even realize. I noticed champions sap my XP so I just assumed the armies do too... Well now, I am DEFINITELY going to use armies to back up my super sov now... well, I will try at least they might still be too far behind to be useful and too sl
taltamir
I uninstalled again and this time I installed to the default directory rather then D:\Games\FallenEnchantress. This time at the point where the game normally freezes I got a firewall notice asking if I want to allow it, when I allowed it the game continued. It turns out the loading screen was a hiding the "application was changed, maybe by malware maybe by you, do you approve this change" notification that ESET firewall gives me. So... Bug 1 in my firewall: "Pr
I can't play 0.98. I tried the update and the game freezes on start. I uninstalled, had some remaining files including the exe that would not delete for some time afterwards, but I deleted them eventually and then reinstalled using the full ~2.7gb installer this time. Still freezes on startup. So I uninstalled, deleted all local content (included settings and saves from my documents), restarted the PC, installed, restarted the PC, and then tried to run it and it st
[quote]The apparent symptom: People who play on higher difficulty seem to be the most vocal about how heroes dominate the game.[/quote] I play on normal and heroes dominate the game. leroy105 has it right, its just that game don't last long enough to research army tech. The reduction of the 3 turn min to construct to a 1 turn min in 0.98
This should definitely be changed. I already made a thread about it: https://forums.elementalgame.com/431120 v0.98 added an option to disable/reduce opponent surrender when you create a new game. I just set them to never surrender, problem solved.
[quote who="Kongdej" reply="49" id="3232179"] Quoting taltamir, reply 48 I would love to have the RPG portion fleshed out more so this can be like skyrim, only instead of smiting I have an entire empire. And I hope not . I hope there gets a reason to use units. Sincerely ~ Kongdej[/quote] If they didn't sap my precious XP I would use them alongside my super sov.
[quote who="parrottmath" reply="30" id="3231111"]I don't have a decent argument, but I look at this extra time for set-up and teardown or drying of "concrete" or equivalent. [/quote] So, "realism"... Also its a false argument because concrete takes hours to settle and a turn is a "season". 3 turn min = 9 months minimum to construct a building. https://en.wikipedia.org/wiki/Tower_and_stockade 52 settleme
I can't play this. I tried the update and the game freezes on start. I uninstalled, had some remaining files including the exe that would not delete for some time afterwards, but I deleted them and then installed using the full ~2.7gb installer. Still no go. So I uninstalled, deleted all local content (included settings and saves), restarted, installed, restarted, and then tried to run it and it still freezes on run My DxDiag https://docs.google.com/op
[quote who="Jam3" reply="46" id="3232012"]Ug, it might be fun , but thats a whole different game. You could kinda just throw out units and probably towns if the game was supposed to be about a single unit wandering around and killing everything solo. Plus then you could just focus on making that single unit rpg experience as fun as possible. [/quote] I explicitly pointed out the first part and explicitly asked for the second part :) I would love to have the RPG portion fl
[quote who="darkehound" reply="40" id="3231819"]Right now we seem to be back to the ride of the magnificent seven--get a couple of heroes and just plow the opposition. On my latest game I only have 3 native cities. I captured 6 others and i am in endgame position already.[/quote] I confirmed that in adding heroes splits the XP so I will have to say that its the magnificent SOVEREIGN not 7. My sov solos the game right now. Wins at level 25-30 and being a total god on the battle
[quote who="DGB246" reply="3" id="3231606"]Fourthly, why the hell would you want to cast celerity 20 times anyway?! That's a ridiculous waste of mana that leads me to assume you are playing a heavily modded version of the beta[/quote] I didn't cast celerity 20 times, I have 20 buffs, several of which are celerity. Every single buff in the game (I love percipone's crown) AND a bunch of celrities... And I would love to hear what is better then super celerity.
I looked though a current game and I don't see an imbue spell I do see paragon which costs 90 mana and permanently removes 5HP from the sov to give the champion a levelup. which is bloody bad.
[quote quoting="post"]Death: Scour - low mana tactical spell but has a casting time - remove all positive effects (including enchantments from target for duration of the battle) - resistance check Fire: Manaboil - tactical zap - target takes high fire damage which is multiplied for each magical status effect (positive and negative) on target Water: Mimic - tactical buff - caster gains all positive status effects that target enemy h
[quote who="parrottmath" reply="1" id="3231290"] I like this idea and if there were more triggers for random events you can do this idea that a player with a lot of gold will be extrorted. Don't pay bandit army spawns to collect, or you pay and they go away. Similar idea as to what you suggested, which I like.[/quote] Where is the bandit army coming from? I like the OP's idea but it hate it when a game has super bandits coming out of nowhere... how are the b
[quote] There are 5 elements x 4 levels[/quote] 6 elements and 5 levels each. but not every level has 4 spells, IIRC some have only 2 spells. The elements are: Fire, Water, Earth, Air, Life, Death. Empire get death, Kingdoms get life
5 essence city is awesome and should be awesome. I don't see why making it beholden to shards is any better. Heck it makes it even stronger since pretty soon I have enough shards that EVERY city with piddly 1 essence has an enchantment giving me a bonus greater then what a 5 essence city would for that 1 enchantment. Also while making a high essence city a conclave means it has even higher essence, I find it makes a better fortress... stack up all those "auras" that give permanent
[quote who="Kongdej" reply="9" id="3230820"]It should by no means be an automatic retooling from lvl 5 fortress to a lvl 5 conclave just like that, in the contrary I should spend 3-5 turns lowering the population and city level to that of a level 1 or level 2 city and start over. (Which will usually make it a non-viable choice for level 5 cities, but still decent for level 2 and 3 cities.)[/quote] An interesting proposition. So you think the best method to do it would be
[quote who="darkehound" reply="2" id="3230617"]Exactly what strategy is added? I am a commander looking to take over the world, there is no way i am going to start in the sahara. I am going to start somewhere with supplies. If that is your idea of a strategy then i dont understand the value of adding it to the game. AIsovs dont use essence and it just reduces players options so lets quietly remove it.[/quote] Did you not even read his post? He explicitly stated that essence as
Can you explain to me what logical explanation is there for me to not raze the fortress and build a school or a market? And it can already be done it just requires razing the city and then building a new one... go mass murder. And doing so also destroys the useful structures like workshops and merchant stalls. It makes less sense to destroy and rebuild then it does to just have a conversion project queued and there is no reason why said conversion project can't be costly a
So you conquer a city that is a fortress and want to convert it into a town. Rather then raze and rebuild it would be nice if there was an option to initiate a construction project to convert it. How would you suggest such a thing work from a mechanical perspective? Method 1: I think it should put the city into "conversion mode" which: 1. Deletes all current build orders. 2. Demolish all specialized buildings. 3. Cooldown of 1 turn per city leve
[quote who="Mordbrenner" reply="1" id="3230097"]Another idea would be to select "just a few turns more" after you fulfilled a victory condition.[/quote] It isn't and I made that request too.
It already has heavy startrek references... And you should be jumped away from those stars with a hazard ASAP, then you can finish repairs quietly in the next area
[quote who="KlaxXxon" reply="7" id="3229398"]Damn I hate when those mantises board me. Especially when they spawn in/get into the oxygen room. That is game over (I can't suffocate them then, because I always fail to repair the the oxygen room with zero oxygen there). My poor Zoltan dudes just can't take a mantis in a fight ;( But I love the game. Even though it just screws me over every single time [/quote] upgrade to blast doors, this forces them
[quote who="bananafishbones" reply="8" id="3228855"]The land finally cleared when another quest spawned a quest within the "green zone". When this unrelated quest (dragon quest) was completed, the land converted. [/quote] I have never seen a land convert... I have seen the ZoC disappear when I slaughtered every single creature of that "side" but the land remained as is.
[quote who="Peter Ebbesen" reply="15" id="3228810"]This is because of your terrain setting when generating the world and pretty much always happens when you choose to generate desert worlds, and often when you choose ravaged, swamp, and balanced worlds. In balanced worlds some areas are usually good for pioneer spam while others are decidedly not.[/quote] That makes a whole lot of sense...