It's the tag. As long as it has that, normal units can't use it. Unfortunately, a 0 value won't do either, so what I've been doing is: 0.1 You'll be asked if you want to spend 0 Essence on the spell, but otherwise it works well enough.
Kalin
Pretty sure it's because you are doing damage, the value is subtracted from HP. It seems a bit repetitive since you already stated that the modifier is "damage" but that's how it works. *shrugs*
I'm not entirely certain what you're aiming for, so this is a bit of a shot in the dark, but: Why not try it out as a spell instead of a tech? Spells have target values, and if you set it like imbue (sovereign only) it should work to your need?
Perhaps troops might be buildable from this window, but you have to realize that city buildings needs to be placed, so there's no way to do that except to zoom to the city in question.
For the city hub, I don't mind doing it, but I think it would be better if one person do all 5 just for consistency... and since oddrheia already did 0-3, might as well finish? Then again, I can always start 4 and 5 building on top of what oddrheia releases if you guys need. Edit: Also, how's this for a crystal mine? <a href="http://img841.imageshack.us/i
Um... there is an option, it's called "retire" in the unit design.
[quote who="CrazyC0330" reply="23" id="2790645"] I looked in our source control software, and as far back as our release date, the summoned unit called Familiar (located in CoreSummonedUnits.xml) has been pointing to an ability bonus option called "Vengeance2", and that ability bonus option has been defined in CoreAbilities.xml since at least the beginning of August. I realize that the response pointing out this problem is 14 days old, but even back then, it should have worked.&nbs
^ This just goes to prove, there's no way to make some people happy. To be honest I expected this to come with 1.1, for it to be in 1.09 is a nice welcome. Thanks SD.
[quote who="DKL" reply="91" id="2790099"]. So? Its being offset by unavailability of horses/wargs. You cannot gather large mounted army in no time, it takes over 20 turns to get enough wargs for ONE squad even with multiple dens. So there IS decision. Have few, but powerful units, or have many less powerful.[/quote] No offense but if you want Calvary to have a realistic role in unit design, the very first thing they have to be is NOT rare. You have to actually
Yep, working again, thanks for the fast response.
The whole point is to put a negative so you have to decide when to use it and when not to. Otherwise there's just no reason to ever not use it. Everyone will be on mounts whenever they can. There's really no decision in unit design if everything is just a big bonus.
Same thing for me... o0 Edit: Except my old one is apparently still in use.
Well the problem with the giant tree design is that it takes a lot of space in the center, so I end up having to build the city core around it, and there's really not much room left for the walls unless I rescale everything down a lot (which somewhat defeats the purpose). That's why I just lifted most of the buildings up to the 2nd platform and went with that instead of a walled look. You're welcome to try it out with a wall design though, I was just throwing it out as
Generally speaking, establishing a solid economy involves researching adventuring tech (which tech you need depends on which side you are playing) to spawn gold mines BEFORE you start expanding. This in turn, makes your capital the perfect Gildar factory, as it will end up with a lot of gold mines (3, or more if you get a lucky start). Then level it up with gildar bonus and build all the bonus buildings and you're good to go. This should give you a solid source of income. I've had games where
Well I don't mind sharing, but I don't think it'll quite work as a large house in its current form (the tree is very big right now). The original idea was for the tree to grow along with the buildings as the city hub increase in levels, so that you end up with a huge tree in the center by level 5. Here's how it looks to compare with the houses: <a href="http://img684.imageshack.us/img684/9823/
I'm not quite sure what you mean by the Empire side of the screen, but if you're talking about the bars at the bottom, red represents arcane research (spells), and blue represents tech research (technologies). To cast a strategic spell, select someone with essence (like your sovereign) and click on square button (spellbook) next to their mana. Then choose the spell and cast. Edit: Oh, and if you're talking about the empire tree wher
The easiest way to make the three different is to start giving negatives on the appropriate item instead of just having all bonuses. Something like this: Range Weapons: +ATK, -DEF, -MOV(ASPD) Melee Weapons: +ATK, -MOV(ASPD) Mounts: +MOV(ASPD), -ATK Thus, archers are innately vulnerable, they do their damage at range, but if anything touches them (including other archers), it's over. Calvary has higher movement and thus can
Nope. Only from high level notables. Unless you mod.
Apologies for the delay, the Guild UC was driving me nuts. Here's what I ended with: http://img811.imageshack.us/img811/3305/elemental1285731237.jpg Anyways, without further ado: http:/
While I agree about some of the diplomatic options (there are of course implications for all of them)... ... the roleplay argument against shops everywhere is a bit strange. There's nothing stopping you from roleplaying that shops are only in town and you have to go back to town to buy stuff. Limiting yourself like this is something that people who roleplay do rather often... As for the problem itself, I believe the reason shops are always availab
Based on what I've read, I believe 1.09 is aimed at sept 30, and 1.1 is aimed at oct 30. "Aimed" being the keyword there, because dates are always subjective.
The arguments about GC2 slider workaround all factory/lab strategy doesn't translate for this situation. That strategy was because your economy slider was split between factory and labs (and the reason many people asked to decouple it), and you could never have both producing at 100% capacity, so when the focus option was added, it made that whole slider system obsolete (if you were around when this was added in, you'd remember many people pointed this out). In Elemental, this just isn't true
It was probably because the children that the champion copied grew up, like I mentioned earlier. When that happens, the baby gets the portrait of the grown child instead of the baby pic. Edit: I can try finding some saves, but do they have to be unmodded ones? (I haven't played a fully unmodded game for a while.)
[quote who="DKL" reply="13" id="2789106"] You seriously underestimate performance of modern PCs. It does not really matter whether you keep track of 100 units or 10000, esp. in TBS. Even with most simple data containers, you will start noticing any performance decrease only when reach 100k-1m ranges of items. Just look at the way Dom3 handles it, with keeping track of age, wounds, exp and all the stats of each of those thousands of soldiers you employ. It added a nice twist with most eli
You don't have to "check back" at the cities, the slots are global. In other word, if you have 3 cities, one with 10 people, one with 100, one with 1000. As a whole, your empire would have 111 slots that you can use to build in ANY of those city. There's no management problem at all. Essentially, this means you should level one city with gildar bonus, one with tech bonus, and one with arcane bonus, then build ONLY the appropriate building in each city. IE: One cit