The level required to get these quests is not your caracter level but your quest level. The quest level can be increased by researching techs in the adventure domain (for kingdoms) or the domination domain (for empires). Each of these techs give you an additional +1 in questing. For a lvl 3 quests you need to research two extra quest techs (i think the name of the first tech is "quests" and then advanced questing or something like that). I think that when opponents researches these te
godixbis
Quoting from the Modding guide post: THE MOST IMPORTANT KEYS IN THE EDITOR: + and – on the 10-key will increase and decrease the size of the cursor. problem is i don't have a 10-key on my key board [e digicons]O:)[/e] . It might be nice to put a +/- somewhere in the interface for those w
lol ok that was it -) just takes some time loading (don't have a very fast system)
same here, it freezes at exactly the same spot for both editors.
Personally i would vote for more race assests and more factions customization even if it meant less artwork and lore for the built in factions. I would like it that it be made very easy for the regular player to customize your faction. It is part of the fun imo to build up your own faction, and as DamnedChoir put it "If I wa
This sounds great but i can see one possible source of imbalance in the fact the level difference does not "hurt" enough imo for low end spells. Right now a difference of one lvl between mob lvl and caster lvl always has the same impact on your ability to charm the creature: 1%. It makes it possible to charm creatures high above your level with early charm spells. It also gives you an incentive to charm only high end creatures (why charm a level 3 spider when you can charm a lev
Love the idea of infinite research. More generally i like the idea of a massive tech tree that is impossible to reseach everything and demands you make choices. Situational techs is imo a great idea. I would love to have a random generated world with absurb amounts of horses running around and a tech tree centered around horse back riding. (just an example don't really expect to see a whole tech tree chaning because of a situation) Imo random techs are potentially more problem
I respectfully disagree concerning your opinion frogboy. I think the tech tree is going in the right direction. I like the way it is presented, I like the fact you research fundamental techs that branch out and get more and more specific. Ilike the fact that i know what i'm getting when i research a tech. I think "rare" and random techs that only pop up once in a few games would be a nice adition to the game and would enhace replayability. But I don't like the idea "you
+1 on this one. If you destroy all buildings, you have an empty town but can't build anything.
4 mines, 3 farms, 1 apiary, 1 shard, just love starting here [e digicons]:grin:[/e]
The game crashed when skipping the intro "video". The game froze on the "welcome brave adventurer" screen. Its a random crash apparently, the game launched fine the previous times. debugg.err dxdiag
+1 nice idea. Imo a system like this should come on top of the standard experience system and you should have to pay for the additional skills. For example for each student in your accademy you pay 10 gp/turn for education costs. Having heroes and familly members as teachers seams a good idea as it would imobilize precious troops. Like that you can choose to make a highly trained army but at a cost. Also i like the idea put up by tasunke to have many abilities a
I would like to see: 1) morale i like troops fleeing effect, always found it fun. 2) perks/abilities when your troops lvl up. Eleven legacy's system has already been mentionned and i also think it was pretty good. Imo it was the main interest of the game. Perks to add fire damage to arrows, scare troops away, resist fear, move faster, and what not many ideas have already been pointed out above. These perks should imo be imo dependent on equipement as suggested above bu
Option C seems the better option imo. I could live with option A but it might be a pain when you loose a ressource to have to reorganize everything. Imo the dream option [e digicons]O:)[/e] would be the unit gets created with everything available if it reaches 150% of its regular build time without getting the ressource. You then have a resuply option as suggested by <a id="ctl00__Content__RepeaterReplies_ctl11__LinkUser" class="hand" title="Click user name to view more options." onc
Right now when you build a new road you have to choose from a list of city names, the problem being i don't necessarily know the name of my cities and on a large map this method might get quite complicated. What might be practical (though i don't know if it is easily feasible to add) would be to have a minimap next to the list of cities with each city represented as a point. (aka the mi
Same here was building three (short) roads at the same time and the game froze (in 0.24). Debug.err
Just crashed to desktop. I was doing nothing in particular (i was adding troops to train in the build queue but i had added troops bfore and it didn't crash) debugg.err dxdaig
Exactly the program i needed to organize my very messy desktop. Just downloaded the free version: Effective and simple to use, brilliant [e digicons]5*[/e] [e digicons]:grin:[/e]
I also like the flee option (a little maybe like in rome total war or in the following games of the series where your troops always have a chance to flee during a tactical battle). With respect to this flee option an alternate idea for the evade skill might be that your sovereign gains x free movement ponts when fleeing with a precentage X. With more points in evade you flee faster and gain extra movement points with higher probability (a good idea imo might be to have each move point
The name of the attributes is missing in the latest beta (beta 1A) (apparently the problem might be general as they are also missing for Strand's interface of 0.24 https://forums.elementalgame.com/364102 , very similar<a href="http://img89.imageshack.us/img89/3493/elemental12544
In the latest beta i can not attack the craxis. When i want to enter their territory the screen asking confirmation appears correctly but when i press yes the same screen keeps on popping up without letting me declare war. Pressing no removes the screen without letting you invade them. This appears to be only the case against the Craxis and is reproducible.
I found a wierd red city that had no control zone around it. (maybe a city from this new addition from 0.24: + Goodie Huts that display unknown/hidden cities and sovereign units) when entering it i got an empty question box with ust are you sure yes/no. On clicking yes the game crashed. debugg.err http://pastebin.com/m5f2acfb9 dxdiag http://pastebin.com/m7114441b scre
there's an option for that in the new patch it is the red "forbiden" sign in the building menu (in the screenshot above, the red sign next to the crown)
I don't really know how MoM's system worked but i guess i rather a system where you have some choices when levelling up your sovereign as a melee fighter/ spellcaster/ economic manager. etc... mostly for the fun/role playing apect as AlisterAlis points out. [e digicons]:grin:[/e] . (maybe also heroes but i guess i rather wait for them
You can build farms before your city becomes a hamelet. Try building a city not next to the farm patch and researching the farm tech. Then build a secod city near the farm patch once you have researched the fam tech. You will be able to build the farm straight away before your city becomes a hamelet. The farm is not available before hamelet for the first city you build because of the bug (and because this first city is generally built before farm tech is dscovered and next to the farm patch).