instead of something like organized where the whole stack moves at sovereign speed, what about something called pathfinding/terrain navigation where the stack gets just +1 move. Also, there's a new patch/hotfix that fixes bows.
syneris
I'm not really sure why they bothered with this because they are revamping the magic system somewhat. If your car window has a crack in it, do you wash it before you replace it?
Like ferang said, frogboy said when they would be working on the demo. https://forums.elementalgame.com/395485
Do a validity check on customs on new game to make sure they match the rules of creation? After that the data should be stored in the saves. If you can modify the save data in any way then it wouldn't matter if it was custom or not.
Why is it 1 square movement? I thought you got 2 movement by default. You can add 2 more movement to your sovereign when you create him and another 1 move if able to wear boots. Having to defend your cities with troops you build slows expansion. This is the result of city spamming complaints.
It will apply the map color in games, but doesn't show the change in the faction creator. This has been an issue since the tools were released.
the hotfix seems to have reverted this.
Oh and if iron is harder to find, won't that make naturalist more valuable? Naturalist is the sovereign talent that makes an iron mine start near you at the beginning of the game. Wouldn't this be more OP than having to research for iron because it's available from the very beginning?
Sometimes forests take 2 movements, sometimes only 1. Sometimes open lands takes 2, sometimes 1. I have found no consistency with the movement costs.
[quote who="dragoaskani" reply="9" id="2775325"] And more spawn in the world you can see if first hand if you Wait to pop the gold mine one. Take my last game, Popped gold mine, and got one in my capital, and saw 2 others appear in areas where their were none previously. I've even had it pop mulitples in one city before in 1.07. So its not quite as simple as you think. Its more obvious with the food one then the gold and metal ones, but it still happens.[/quote] Have you ev
Grats on your bonus content guys. Wonder when the other bonus contents will be available.
Sadly, word of mouth can be overshadowed by bad experience. Tuesday, I tried to show how cool the game is to a few fellow students at SPSU in the brand new gaming lab. Installed and updated to 1.07. When I went to 'demo' it to my classmates everything went wrong. I created a sovereign fine, but after saving the card I wanted to show that you could create you own factions too instead of only using prebuilt. I backed out, show the mod tools, and went to make another new game. The
I think both trees need another pass to fine tune them for all the rapid changes that have and are taking place. Lack of a population boosting building in Empire does cripple it quite a bit.
I don't think the number of resources that spawn from these techs is based on the size of your influence. I'm playing a game where I waited to research. The influence from my 20 cities covers ~25% of a large map, yet I only get 1 gold mine from researching the first tech. Considering the resources spawn inside your area of influence, I don't see why it matters if they are globally visible.
Whoever yells the loudest gets heard, even if what they say isn't any good. Plus, people don't often point out every single thing they like, but do to the thing they don't like. I bet there are a lot of things I like the way it is now that are going to be changed because of too much whining. Hardly anyone even mentions what play speed, world difficulty, sovereign setup, and AI setup they use when they make a comment on what is 'wrong' with the game, but it all factors in. Bugs are things that
At 3 your unit should move. It should have it's movement back from the first end turn and then spend it on the 2nd end turn. Not sure how it can be seen as at the beginning since they move before the AI. Actually moving at the start of the turn would be bad, because then you wouldn't be able to make changes. Maybe it's backwards in tactical combat, but because of a bug that can force you to autoresolve, I don't move outside my range in tactical.
When do units move at the beginning?
worst case, just uninstall it. You can download the whole game from impulse to make sure everything is correct.
I think it's a bit lame that you can create a custom faction with many more abilities than any of the default factions even without this bug. Hope this is changed in the future (sometime) to give it a bit more depth and balance.
I have a 9500gt and play at 1920x1080 with decent fps. Is there supposed to be a problem with nvidia cards?
Since everyone is complaining about resources only spawning in their influence they should change it so instead it spawns only in other's area of control! That way the resources you research are stolen by the AI and you don't get the chance to build on it.
that screenshot is hilarious!
The game is awesome. If it wasn't then people wouldn't care about providing feedback, both positive and negative. I know if I buy a piece of junk I may sometimes make a rant about it, but usually I don't even bother to waste my time complaining simply for the fact that it is garbage anyway. Elemental is a great game and people want it to be better. oh and .....
For some reason the pathfinding wants to go route that takes more movement. For instance, you are at the edge of a forest and want to move two open tiles along the edge. The unit will move in to the forest taking up two movement instead of properly taking the best path. Also, roads don't seem to be used well either. I've seen units move parallel to a road for more than a few tiles.
Has anyone checked this in kingdom info where it shows how much food they have?