Spicy Mike

Spicy Mike

Joined Member # 2391102
7 Posts 83 Replies 284 Reputation

Will research be tuned up? Currently, the Magic tree has 'Shard Harvesting', which gives the four shrines, and leads to 'Water Shrine Understanding' - but nothing for the other three. There are a few other techs that are different or missing from .804 as well.

104 Replies 168,804 Views

[quote who="VermillionChaos" reply="104" id="2673239"]20 Tiles, i.e maybe 200 miles if you are being extremely generous... Are you saying that caravans couldn't carry food 200 miles even well prior to the dark ages? That is what I was calling tomfoolery. Having caravans be required to move food to/from cities makes sense. Having food unable to survive a 10 day trip, that is silly.[/quote] That depends entirely on the food. Rome was largely fed by grain fro

119 Replies 265,270 Views

I've been playing around with Raise & Lower Land some, as I try to create more beach-front property, and it really needs to be adjusted. I have been trying to create a harbor at one of my cities by using these spells to create a beach, and it just doesn't work. So far, I would have been better of spending my time & mana in raising a land bridge to explore other continents. Plus, the level of terrain you get when you use the spells seems to be inconsistent, or just

4 Replies 2,174 Views

[quote who="John_Hughes" reply="82" id="2672300"] A 1 tile structure should consumes 10-15 Pop while the 4 tile structures consumes 40-60 Pop. If you want a town to supply Armed forces, then you have to cut back on all those fancy City buildings that provide either Prestige, Spell points, RP's etc. and focus just on Housing and Army bonus based structures. [/quote] That's not a bad idea, but I think you'd need a few things. Get rid of the

119 Replies 265,270 Views

So, I've been playing around with a longer game, and have run out of beaches. I can use the Raise Land spell to soften up the shorelines, but the land type simply goes from 'Grassland Land' to 'Grassland Submerged', with the visual of land sloping down into the water. Without an actual 'Beach' tile type, we cannot build Harbors or Fisheries at these modified areas.

4 Replies 2,174 Views

Reloaded that same game, and went on for a bit more until it crashed again. Reports Also, it seems to me that all of my crashes are related to research. Research is completed, I select a tech, the 'Continue / New Goal' pop-up comes up, I select 'Continue'... and then the game stutters & crashes.

10 Replies 3,209 Views

[quote who="Winnihym" reply="24" id="2671194"]You know, I have to admit, MOM had a really, really good and elegant spell+node interaction. You selected a number of spell books at the start, and you could find more by conquering tough nodes (shards) throughout the world. Could we make the nodes protected, and if you took one, it gave you essence (say one point of essence every 20 turns) and also gave you a spellbook in it's type of magic? Frogboy, are there copywrit

54 Replies 31,091 Views

[quote who="BlackRainZ" reply="65" id="2671164"]You know what I would think is interesting? I think a city should be somewhat different depending what area your building it on. For example, a town built between two mountains or right next to a mountain, could be more industrial. Look more like a mining city. This could just be aesthetics but I think it would be a nice change. A town built near the ocean could look more like a dock town would look. A city built on the plains would have a diffe

119 Replies 265,270 Views

[quote who="Hound" reply="18" id="2670936"]The current Sovereign creation does allow you to choose your elements. It just doesn't allow you to specialize in them. What it needs is a more MoM like approach where you can freely choose your focus on the elements and life or death. And hopefully arcane type of magic with mind spells and other magic that does not fit under elemental/life/death. Then, as a secondary choice, you should be able to select a type of magic to speci

54 Replies 31,091 Views

You know... the title of the game is Elemental: War of Magic. So, what if instead of choosing 'spell books' at Sovereign creation, we chose 'Elements'? Lets even go with multiple picks. I'll keep it simple - we can purchase a total of 3 'Elemental picks'. The first choice is a 'Primary', and the next two are 'Supplementary'. Our choices are simple: Earth, Air, Fire, Water. So, if I want to be an all-out Fire mage, I pick Fire x3.&nb

54 Replies 31,091 Views

[quote who="Kantok" reply="51" id="2670798"] I think that's a neat idea and would work well as a mechanic, but it has 2 problems. Firstly, Frogboy has said that they like the current mechanic and are just looking for tweaking/balancing. They do not want to go back to the drawing board and create a whole new mechanic. [/quote] I agree, but I don't know how difficult it would be for them to do. Actually, it might not be so bad, as you'd just be

119 Replies 265,270 Views

Some thoughts on cities. Currently, food is the major limitation to city growth, as without excess food, you cannot place more housing to raise the population limit to grow the city. So, the basic concept is that I need a 'food production' city, with one or more special resource tiles (counting beaches as such, for fishing), in order to feed other cities. Food is obviously the limiting factor to growing big cities. But what if we abstract food produc

119 Replies 265,270 Views

[quote who="Wintersong" reply="5" id="2666311"]The tabs on the left of the OP pic are invading the tabs of the Options menu. tsk tsk tsk. Better placed in the bottom, like the Book in the section of Lore was (they have changed it which is a pitty, I liked more the book before).[/quote] Hehe, yeah. It was a quick cut & paste job, plus I'm not a professional graphics guy. I just thought I'd throw out something a bit more defined, based on ideas from <a href="https://foru

10 Replies 12,410 Views

The spellbok will be an integral part of the UI for every player, but especially for those who decide to focus on Magic. [Weakness] The current (Beta 2B) Spellbook is very cluttered. [Suggestion] Better organization, to allow the player to quickly find the spells that interest them. Here's a little image I worked up. The left page will show spells that we have already learned. The right page wil

10 Replies 12,410 Views

Another thought related to Magic research. All it gives us is the ability to learn new spells, boost our max Spell Points, or build structures that allow us to boost some magic-related stats. If researching Warfare gives us the ability to design & train new military units (that cost gildar, materials and/or iron to build), why do we not get that benefit from researching Magic? I want to be able to design a Healer when I get the research that gives the Monastery/Abbey (

98 Replies 266,078 Views

[quote who="Frogboy" reply="7" id="2665287"]This is very helpful. In your game, it's using 1.7GB of memory but there's only 5 cities and 137 units so you'd efinitely hit on something. Any chance you could send us a saved game?[/quote] Here you go! I started from a reload, and the game went from turn 79 to 140. I had the task manager open, and it went up to about 1.4gb of memory, which is about the normal crash p

13 Replies 4,377 Views

[quote who="ModernKnight" reply="57" id="2665591"] Sovereign Creation and Schools I think one should have to choose the school(s) they want at character creation. As one poster pointed out, this adds some tension and challenge to your game as you try to gain control of (and go to war if necessary) over the differing shards. It, in my mind, creates an interesting and fun game dynamic as the player searches for resources that are necessary. However, I also conc

98 Replies 266,078 Views

Some thoughts on spells, relative power, and sundry other related tidbits. 1. Spells come in a variety of flavors, which I will refer to henceforth as Schools . All spells in a School should share a certain focus. The easiest to think about are the Elemental Schools of Fire, Earth, Water and Air. We also know that the Kingdoms of the Race of Man will have Life , and the Empires of the Races of the Falle

98 Replies 266,078 Views

[quote who="Hound" reply="43" id="2665125"]What I would really want is better freedom without being forced to have either Life or Death magic. There should be a neutral option of just being an Elementalist or a Sorcerer who doesn't concern himself with growing grass or black magic. [/quote] Ah, but the problem with this lies in founding cities. You need some land that has life to it. So far, there has been little of it to be found, so we n

98 Replies 266,078 Views