It keeps happening all the time. I think devs are aware of that and will tweak the values as the time passes.
red1939
Question: Have you 'built' some caravans or units?
Yeah, it keeps happening all the time, quite sad, considering the amount of resources present, just waiting to be taken :).
Nice idea, but needs some clarifications, if you ask me :). For example: what about gaining abilities by units in the normal experience system? In other words, should such academy be the only way to gain new skills? Oh, and couldn't the heroes (sad we don't know anything on how should the heroes work) be the teachers?.
When I clicked on the Veteran troops in order to develop them, the game crashed! Debug.err
Speed defines the initiative. The unit that can retaliate semi-like in HoMM3. By default it can retaliate only once. It retaliates with only 0.5 strength. Range units also can retaliate (if the enemy is in range). Retaliation is executed after the attack (with smaller forces), but - of course - with penalty to attack. Every unit - by default - can attack only once. 5 damage types: wind, water, earth, fire and physical. All the damage is always transl
No resource storing! When I think about resource storing, it makes me dizzy. I want to see Elemental a bit more hardcorish, but come on - do we want a fantasy capitalism simulation? Imagine this: you have a mine. This mine can mine (pun intended) a fixed number of units of ore (UO) every day. Mine won't store it's ores anywhere - when a city needs a specific resource, this mine will mine it (I hate the word mine) and send it to the specified city. The longer the destination city is, the longe
Ok, if you wanna play hard, I shall propose the hardocish system (not very much, but still). Two main types of damage: Physical & Magical. Physical : Blunt Pierce Slash Magica l: Wind Fire Earth Water By your powers combined - I am Captain Planet! <span style="font-si
I wholeheartedly agree. [quote quoting="post"] I'm worried the game Elemental is having too many fantasy features being pulled away. I'm worried the game will become another version of Civilization, but with a few fantasy features instead of being a 'Fantasy Game'. [/quote] To tell you the truth, I consider Elemental as Galactic Civilizations 2 without space, with spells, and tactical battles. I would say even more - as it is now, it's not on
Sorry, I haven't played SoA, so I can't comment on that :). While restriction on the weapon type, that a specific unit can equip seems nice, in Elemental wouldn't be so great. The problem lies in the 'openess', developers want to provide us with. You want an archer in a plate? Here you are. No restrictions, you are free to make whatever you want. <div class="text
I started playing the demo. Looks promising. And to think all of it has been done in SDL :).
@Tormy-: For me it's also pointless, as this game would become more or less a modified Civ v.XX. It's the magic that makes it so much better. However - as you can easily see - so many people still want to play AFTER the sovereign has died. In short: does the PERMANENT death of sovereign should mean the definite end of the game, despite of all the whining? The easy resolution would be: sure, allow them to play (it would be a game option, just like blind research). I consider
Recruiting units, training them and then equipping? Sure, that's awesome (I already proposed something like this). Point is, I can't understand your proposal, or I vote no, from what I grasped. It's hard to describe what's wrong - I just got this feeling that playing such game wouldn't make me happy. As it is now you CAN make an army. As you have already seen, you can make stacks of units (is it 10x?). I think it's enough. Just go to the unit editor, select the race (if it ever happen
I, for one, am happy that your sovereign can die. YOU are the sovereign, so basically when you die, the game should end. The point is that while it's logical, it's not fun for quite a lot of people. There are 2 problems however: how easy is to kill a sovereign and how should/could you continue your game after sovereign's death. Let's start from evade system Frog proposed. To be honest - I don't like it. The mechanics, that while the army is big you can escape, and if not - you can't.
Ok, so there are more details: 1. debug.err DebugMessage: Version 0.24 last updated on: Wed Sep 30 15:24:31 2009 DebugMessage: Entering WinMain DebugMessage: ******* Starting Game Shell ******* DebugMessage: *********DXDiag info follows.********* System Info Time: 10/20/2009, 20:34:29 DirectX Version: DirectX 9.0c (4.09.0000.0904)<br /
Revamping the unit-battle or cities system will be the first thing I mod. Bottom line is: adding initiative, special skills, training system (part of equipment), resistance; city wise: unhappiness factor, caravan system; races: distinctive differences (pros and cons) of Kingdoms & Empires.
Hail! (ie. agreed)
It's sad that all new games nowadays have to have those ridiculous DLCs... For me, most of the time, the DLC is just a terribly overpriced micro-expansion that gets boring too fast. I only accept full-fledged expansions. Such things bring enough of new features which fit better into the game than all those DLCs. I can only hope that they will release some lower-price bundle packs, so that I can enjoy the additional content.
Only quoting those fragments that I don't agree with/have some minor comments on. [quote] 1st, I don't think a resource need be inside a city's "build area" to be used. I am not sure if that is currently how it works or not. You should be able to build a mine on an iron resource even if it is far from any city of yours. [/quote] It could work, but: it had to be in your influence zone AND you would have to provide a caravan to move the materials from the post. This
So I've got a few questions (and even proposals), if I am to wait another week (to beta-test the new release): Could we be presented your general idea of how the economic system should look like? Because, as it is now, we can only guess how you imagine the economic system basing on the sketchy info tabs. Then we would be able to comment on this matter. (Or was it already posted?) How does the caravans' system work? Is it, in fact,
If one window happens to open shortly after opening first one, the second one will overlay the first, so that only letters are displayed. In other words - the current windows doesn't overlap the whole old one, and it leaves letters untouched.
I don't know what is the planned purpose of the caravans, but as it is now they appear in great number (13 caravans for 5 cities - example, not accurate) and consume a great number of income (10 per caravan). On the top of that they don't seem to provide anything in return.
[quote quoting="post"] (...)Women. Bastly ignored in games except for Amazon roles, scantily clad heroines and similar things.(...) [/quote] I ... just ... had to
Uniqueness, races & special perks are the first things that I will try to add (mod) into the game (providing they won't be in the release version).
Answered :).