Yes, I know its an easy fix, unless you are set to "cloth only" then there's nothing to trigger going between cloth and non-cloth. Civilized and Influential (Pariden kingdom's traits) still do not function either.
Chibiabos
http://drop.io/chibiabos_elemental_001/asset/imbue-champion-crash-ii-elesav I was told last time this was due to having too many enchantments going and would be addressed in future patches. I only have two enchantments that show under the list, but quite a few Imbue Champions which do not show up in the Enchantments list.
It would be an interesting diversity to gameplay if a player chooses a female queen/empress as their sovereign character, for that kingdom/empire to be matrilineal, so that the female sov's daughters stay with the civ while they send their sons out and other sovereigns' sons would marry into your kingdom/empire. I think it'd make the gameplay more interesting.
Though I guess its somewhat of a moot bug in the long run since there won't be individual mana pools. Still, would it hurt to at least change the text in sov creation for the Wisdom attribute?
The auto-unit-design feature, for some reason, spams new copies of existing units that are completely identical in all stats to an already existing auto-designed unit when military tech is researched. This can quickly fill the unit choices and makes unit selection a big confusing unless a player looks carefully through every stat of every unit and "Retires" the duplicate auto-designed units to clear up the clutter. In general (and this would be more of a request than a bug fix,
There is a trait for Sovs and NPCs that explicity produces 1 gildar per turn, and that is what they do. There is a different trait from Merchant occupation for Sovs (and I forget what NPCs occasionally have it) that is much more vaguely described as producing an unspecified amount of "additional gildar per turn." I have not been able to determine whether this latter has any effect from NPCs. I picked a Sov with both Merchant ("additional gil
This has actually been a bug for some time, but I just confirmed with another player in the IRC chat that they experience it too; I thought it was my machine specifically because of some ATi glitch or something ... but Elemental loses the cloth map if you hit Esc to access the game menu and then return to the game. Whether you are just zoomed out until cloth mode activates in the regular map, or have always use cloth map checked under gameplay, when you return to the game it is now in n
Per post title. Is this anywhere on the to-fix list? With all the changes that have been made in "hotfixes" to sov traits, I would have thought they'd at least fix the broken ones first like the Pariden kingdom's civ traits (Civilized and Influential) that do not seem to function at all. Settlements cost nothing, so the "reduces the cost of settlement" characteristic of Civilized has no effect, and Influential does not seem to have any effect in game either.
I have taken to navigating using the keypad, and I've noticed if I press a direction key twice (like, say, 6 for right), and I hit the 2nd key before the first move completes, it will complete both moves but only take one movement point, essentially giving you a free movement point.
Stardock should really post and sticky a note about updates and mods for old versions not working together, and save games from old versions not being fixable by updates as well, that would help a lot of Elemental fans hanging in there with frustration over seeing fixes in changelogs that don't seem to work.
In this 2x2 blank space, there are mountains not visible from the cloth map. You can see at the very top of the upper tile a cropped arc artifact. Its rather frustrating as I thought this was open space I could take my Sov through trying to intercept some BadGuys(tm) menacing a pioneer I'm trying to get to settle by some resources. With telepo
Just discovered that I can cast offensive spells (specifically, Hurl Boulder) at Darklings, despite the Darklings having "Immunity" which describes as "This unit cannot be the target of offensive spells."
It was before the Friday hotfix. It was a new sandbox game, I had no mods loaded. A could SDers said in other threads on here that the code had been changed to prevent players from recruiting higher-level NPCs when they weren't high "level" enough, but didn't explain what they meant by "level." Several other players confirmed in the IRC chat at the time that they were finding champions wandering around they could not recruit, either. The Friday hotfix
People are complaining that spells are overpowered now. The slow mana regen is one way of putting into code the notion that magic is hard to powerful yet hard to come by.
I dunno about everyone else, but there's no way I can remember the per-turn ongoing maintenance costs of every building. How about putting them in the build mouseover info where "Costs:" (describing initial build costs) and "Provides:" are.
The only bug they say is it doesn't tell you what you need. I'm worried that whatever is supposed to unlock them actually won't. I researched every Adventure/Hero tech in the tree and Adventure/Notable level up to level 3 and not a single additional champion was recruitable. If either of those Adventuring techs were meant to unlock recruiting heroes, they do not do so.
Where's a set of bagpipes when you need them? *sheds some tears* Organized, the game just won't be the same without ye! I really don't like to see it go. I hate that its being nuked without Pariden getting usable traits.
No one has yet told me what it actually is that has to be high to recruit those NPCs. My Sov is level 7 and still can't recruit the NPCs that have been meandering around my territory the whole game. I have every "Heroes" tech in the Adventuring tree researched and am up to level 3 on goodie hut/quest notables.
Same here. I guess they're nerfing tac speed bonuses for spellcasters or anyone who isn't buffing it when levelling up, probably to help the AI out who can't deal with one caster able to cast so many spells in one tac round.
Sorry to burden and inconvenience you, I saw one mod that looked promising, but I knew 1.08 was coming and worried installing it might cause conflicts with the update, breaking the mod at best. Anyhoo, the favor I ask is to specify in the subject line where you list your mod the version of Elemental that your mod is made for. Not sure if you can edit your OP's thread title when a new update comes out to indicate its now compatible with the new version, if not you
[quote who="dragoaskani" reply="113" id="2775247"]Most the peoples who have spells missing have been proven to be running either the unofficial patch OR icecrowns particle spell effects mods. Both of those break the spell casting in 1.08. Get rid of your outdated mods![/quote] False. Certainly, no one has in my case. I do not have any mods loaded ... I was tempted when I saw one that fixed a number of bugs in vanilla, but I knew 1.08 was coming and would lik
I am usually able to escape combat, but there were a couple times when the tiles over the edge of the map by the visible light would not let me move onto them. I think the computer randomly generates inaccessible obstacles, and it happens to do so on the escape glowing-lights on occasion. That seems to be one of the many serious bugs with the tactical combat maps.
I actually have 2 iron mines going already and have spotted a 3rd. That's as much as I had in 1.07. This is my first 1.08 game though. (I'm playing very slowly as I switch between Elemental on my gaming rig and this forum I have open on my browser to read what other gamers are finding as well as schpieling my own rambling thoughts).
I noticed this, but on the receiving end. A bowman with an attack of 4 slaughtered my armored melee unit who had an armor of 7!
Then it would make sense to always target your highest base-food city for a caravan, if its feasible (i.e., not a lot of wild territory between to menace caravans) for maximum food production since the actual yield of food from the % bonus on the recipient will be highest where you have the highest food production, especially important in 1.08 due to more buildings having food costs. Anyone know if its possible to cancel a caravan route for, say, when your borders have