PyroMancer2k

PyroMancer2k

Joined Member # 2388239
76 Posts 264 Replies 773 Reputation

Well I don't think it's a matter of people in the city it's more a matter of how many of them are actually building. And in most 4x games the building speed is based off some production amount in the city. However in elemental the buildings all take a fixed amount of time to build as long as you can afford them. Also buildings are resticted by city based on level so one could potentially argue that the reason they can't build it is there is not enough people to support it. Most 4x gam

3 Replies 4,180 Views

[quote who="cwg009" reply="33" id="2748337"] For outpost cities with no resources don't bother leveling them up past level 1 (or maybe 2 if you're rolling in food), don't build any multiplier buildings in them, and there's no rush to build the basic +1 buildings in them either.[/quote] I agree with the don't bother to level up no resource cities. But I think you should still build the basic +1 buildings as they are fairly cheap and an additional 1 can help a bit. Especially in R&D

40 Replies 127,576 Views

[quote who="Weidbrewer" reply="30" id="2747030"] Thanks for all the pointers, everyone. I think at this point, for me, I'm with others: I'm gonna put this game back into the oven until it's done. Brad linked a post on FB today saying that there's going to be an update down the road with some major game changes. I'll wait for that and give it another go. Really sucks that this one missed the mark a bit, but I'll give SD the benefit of a doubt and come back la

40 Replies 127,576 Views

I did have several Enchantments up. I was not aware that your essence determined enchantment limit. Since I usually increase essence when I level up I thought the limit was tied to level. I'm not sure if casting the Imbue would have taken me below the limit because I don't know how much essence is needed per enchantment to maintain them. Also later in that game I was able to Imbue heroes again but then after Imbuing two it would crash again when I tried to Imbue another. Didn't seem t

3 Replies 3,865 Views

[quote who="sagittary" reply="8" id="2744921"] Market gives 25%, requires level 2, uses 1 food Bazaar gives 50%, requires level 3 Mint gives 100%, requires level 4 (unique) Trade center gives you 50%, requires level 5, uses 1 food. Palace adds 7 to base production. [/quote] I think they changed Market in 1.06 cause I was sure it was 15% at release. Also the Bazaar is a national wonder type building (think civ4) so you c

14 Replies 10,328 Views

Given all the issues currently I still play on Cloth map so I don't know how it is in 3D view. But on the cloth map the roads are so light you can't even really make them out at all. They need to be a LOT darker so that even zoomed all the way out you can clearly see where the roads are around the world.

3 Replies 22,791 Views

These are some minor additions to functionality of city UI that I think would help a bit. 1) Right click on Building in the Build Menu brings up the Hiergamenon to show the Info on the building. 2) A place to view all the Level upgrades you have picked for that city. Currently you have to check each resource cause bonuses are listed under specific resources.

1 Replies 4,361 Views

It seems that the number of models in a squad is based on the unit's HP. When a Hero levels up only their HP Cap increases. The result seems to be that a Squad can level up enough that when it's current HP is lower then the Max HP by the total amount of HP for a single unit that the size of the unit drops. Example is a Party of 4 with 20 HP levels up to have more then 28 HP for it's new cap then it now shows 3 members in the Party instead of 4. I've notice this isn't always instant an

2 Replies 1,473 Views

So my unit is standing just south of a forest in the following setup. FFFFF 0000X I want to move my unit X to the far left side which is a straight line (4 Spaces). So WHY when I click there does the AI move me northwest into the forest where unit movement cost two!? Heck why does it move NW to begin with a straight line is the shortest route anywhere and it should check that first then if something is blocking it look for ways around. This is just one example but

1 Replies 1,526 Views

[quote who="deductable" reply="2" id="2744988"]I just want to know when the fuck I can play this piece of shit.[/quote] When you get a better computer. [e digicons]}:)[/e]

12 Replies 584 Views

I made a custom faction and then picked a Large map on hard difficulty. Then I picked 9 AI players all on hard. The game seem to be going fine but after exploring about 1/5 the map I thought it odd I had not yet found any AI players. Then I started to encounter a few champions with the name DOSID and had the child image as thier portrade. They had 10 Mana on them to and required nothing to recruit so I accepted them into my Kingdom. As I explored more I only found 1 AI player after ha

0 Replies 915 Views

City leveling is suppose to be like a rather important thing that players should actively seek. Yet Unless they have a Arcane, Tech, or Gold Resource node in them they aren't really worth the effort. Since you can only produce one of these resources at a time in any city the marginal increase isn't worth much. Also why are these the only resources you can increase production on? Here are some Ideas on additional City Level up Bonuses Materials Metal Crystal<

13 Replies 11,761 Views

I'm not sure about the OP but I've had it not select the city that was being upgraded a few times so I wasn't able to glance at the display on what the see was producing. Thankfully I've opted to just name my cities based on what resource nodes are there. And in most cases you just want the Gildar production increases since Tech/Arcane are only really helpful if there is a Lab of that type nearby. I've never done the spawn unit since release but I was not impressed with them in Beta.

2 Replies 5,857 Views

Actually it kinda depends on how you play the game. A lot of the equipment you can put on your units cost more amounts of Material, Metal, and Crystal. I find early game I do have a lot of extra Materials, Metal, and Crystal but once I unlock armor and magic items I burn through my reserves really quickly becuase gold is also the most common resource. So I end up with gold left over and not much of the other stuff. However if I focus mainly on my champions or poorly armored units I ha

4 Replies 5,667 Views

I've only played a few games with Release version. Sadly you can't build multiples of buildings anymore and most of the econ buildings only increase gildar production by % instead of producing it themselves now. Thus gildar production is a lot harder to get flowing then it was back in Beta. Of the top of my head the only 3 buildings I can think of that produces gildar is Merchant (1G), Palace (7G), Gold Mines (?G). Some of the Econ buildings that give a big +% to Gildar can only be bu

14 Replies 10,328 Views

[quote who="charon2112" reply="1" id="2744659"] quoting postWhy isn't there a third option, Auto Tactical Combat? That's a great idea.[/quote] Actually it should replace AutoResolve. It's very annoying with the game has two different rule sets for resolving combat. A lot of early 4x games with tactical combat had AutoResolve option which just did some random math formula in the background kinda like what EWOM does. But this often results in cases where you would clearly win

15 Replies 62,342 Views

I don't know how your playing but I think I might know what you are doing wrong. I'm gonna guess your trying to build units your can't really afford to build. Gildar is hard to come by but people are not and thus it's better to focus on getting more units out then trying to get the best you can field which it sounds like your doing since you said " no matter how strong of units I research, they sap my money and I get obliterated the second someone declares war on me ".

40 Replies 127,576 Views

[quote who="Himmelweiss" reply="26" id="2740369"] Mostly it's because ai sovs self suicide most of the time, it's quite annoying. This mechanic needs to be removed as it does not really add anything to the game or difficulty. [/quote] I agree this is the biggest issue with the AI and I don't really think this is a good mechanic in general. Instead I think they should do something similar to MoM when you lost your capital. You had to put all your effort into

28 Replies 12,208 Views

[quote who="seanw3" reply="22" id="2743793"] It needs to be better than MoM, [/quote] So true! I admit I too love MoM and it's combat system. But it had some major flaws as it was very easy to make an unbeatable army. Heck some units with various immunities could simply walk over whole cities by themselves. There were more then a few rush tactics based off of these units. In fact I recall one of them basically taking advantage of a unit that had "first strike" ability. Th

30 Replies 19,951 Views

I don't know about the OP but I don't reload and the AI is still a push over. Also I play with max AI. I think the real question is how are you doing combat? I've found that you can get much better outcomes by playing out every battle on tactical map. The auto-calc is terrible and you'll often loss way more then you would otherwise. I only use auto-calc when the battle is extremely one sided and I know it's an easy win. This is something that a lot of games do a

28 Replies 12,208 Views

All I have to say is it's a good thing there is a Memory leak and the game crashes after a couple hours or else I'd never stop playing. I usually take it as a sign it's time for a break when it happens. ;)

18 Replies 15,655 Views

I would like to see some Tactical Battle Options as well like the following. Cloth Map Mode Quick Combat (No attack animations) Quick Move Health Bars Over Units Stats over units (So you can see at a glance units power without having to mouse each on)

4 Replies 5,675 Views