Awesome, thanks guys!
NaytchSG
It's not that bad... Hit "B" to open the build menu, double-click each building to queue it. Not really all that different from single-click to queue, IMO. The other detail is that you can turn on an option allowing you to manually select the placement of each building, which pretty much requires a "click the list to select a building, click the map to select a location" model rather than queuing it on the first click.[/quote] I will check out your sug
I am sorry, I lost my note on the particulars, but there is a typo in one of the three choices available at level 4 in a kingdom conclave city. I tried looking it up in the xml but couldn't find it. Thanks.
"Etchings in the ice tell the tale of a man garbed in high priests , the servant of a titan who was seduced and betrayed his lord." He was wearing priests? lol High Priests robes, vestments or maybe: garbed in the vestments of a High Priest? ( because I'm scared of apostrophes [e digicons]O:)[/e] ) Keep up the good work!
[quote who="baddl" reply="3" id="3299016"]My list is still not complete. I forgot to mention the following BUG. Sometimes the production queue of a city gets reordered (i.e. messed up). I have not yet figured out exactly when that happens. Apparently it has to do with the addition of more than four buildings to the queue (more than fit into the visible area on the "build" tab) where some of them are external tasks from improvements on resources. It happens that du
[quote who="Sanati" reply="76" id="3305763"]Move outpost creation to scouts and do the -pop thing for pioneers IMO. Though 30 seems low, I'd go as high as 100, perhaps have it scale based on game speed (like 30 fast, 50 normal, 100 epic).[/quote] That is a neat idea, I never bother with scouts as they really aren't more efficient than ordinary spearmen with the Master Scout faction trait. I for one try to play a fewer (or single) city turt
Are you planning to lift the summoning limit so a "Summoner" can do 2 units at Summoner 1, 3 at Summoner 3 etc.? If you bump the maintenance cost to 5 mp a turn that could be a good way to balance it... The AI is using root quite a bit but havent seen an AI hero using your mage subclasses yet. And I can PM you a list of summoning spells (5 or 6 each magic realm) I came up with if you are interested in beefing up summoning as part of ROTM.  
[quote who="mqpiffle" reply="109" id="3302116"]If y'all are interested, here's a download link for the next build I'm working on. This build is focused on balancing the spells (again) because the new Elementalist abilities blow the old damage numbers through the roof. With the new changes coming into place, it will take significant investment in magic to be a strong damage-dealing caster. I really need feedback on these changes. Enjoy! Downl
There was a thread that said you could add ten names to a created faction for the first ten cities... Agree on the random name generator, bleh!
Agreed! The whole weapon unlocking mechanism both melee and missile is flawed/not fun. I would like to see all basic weapon types unlock at a earlier in the tech tree and then give us incrementally improved versions or improved troop tactics through tech. I would argue that the multiple unlockable buildings in the fortress cities line are super annoying busy-work. The fortress, dedicated to pumping out troops, should get those buildings/bonuses
here is an example including an item with a spell-ability that I made (with HeavenFall's assistance) a cheap starting item to play-test: - Mindsword The Mindsword spun in the dawn's gray light, And men and demons knelt down before. The Mindsword flashed in the midday bright, Gods joined the dance, and the march to war. It spun
Level 3 and a one turn casting time would be OK in my book, Edwin99. Especially since it is sticky for friend and foe alike. 2 turns against mounted or high initiative foes would mean the tactical battle would already be joined. Spell level four doesn't always pop very early. Level 3 at least unlocks it at the same time as fireball. Mana cost of 50 sounds ok... My two gildars... Look forward to playing around with the spells
[quote who="nDervish" reply="2" id="3301815"]OP is talking about when you "deliver the final blow to an enemy faction". Sounds to me like he has taken the time to fight for the cities and is annoyed with having to remember to track down and take over every single defenseless outpost first. Not only do I agree, I'd take it a step further: When you force a faction to surrender, their cities and outposts should join you instead of committing suicide. By the time a fact
[quote who="Piglet007" reply="7" id="3298973"] Quoting Schweiz, reply 6Most of my crystal goes into fire/ice protection. It is very very powerful. Can help to trivialize tougher fights or Offensive casters. Oh yeah, crystal was definitely the limiting factor - just one of those cav units cost 328 crystal. I just kept hitting end turn. Took forever - why I won't be doing it again... @ Naytch: And yeah, the mob drop was, erm, disappointing: rusty shileld. Seriousl
And did you win some rusty armor? ( https://forums.elementalgame.com/437025 )
[quote who="Schweiz" reply="7" id="3296251"]It may also have to do with which continent they nation comes from. Since all the Kingdoms in the East (I think?) Have access to life magic, and all the Empires on the West (Again not 100% sure) have access to death magic. If you couldn't tell Empires were evil take a good look at the tech tree. Empires get things like Black Market, Scions, etc. While there is a Good/Evil split. Like Dihir said, no one is "good", everyone is bad .[/qu
I would like to see influence be earned by defeating enemy armies/cities in battle as well, especially if I force an enemy sov to flee the battlefield. And if I make Verga my bitc... ummm, vassal, that should also cause meto earn 10-20 pts of respect...
[quote who="Trojasmic" reply="13" id="3296378"]I think the random events are happening more than people think. Those quests that show up out of nowhere--those are random events yo![/quote] Oh, you mean Mimbly and the kitty and the troublesome adventurers? I didn't know that! I thought those were just quests... oops! But still, I would like an additional level of frequency (call it Zounds! Sweet Xia on a Pony!
[quote who="KingHobbit" reply="7" id="3295928"] I am playing a medium map on challenging with 4 opponents and I have had three random events happen. I am probably 2/3 the way done. [/quote] Cool! That sounds epic! Coyote: I understand random, I was thinking of a game with a pattern of upheavals and chaos. Like Harmonic42 says, we want new stuff to do as we think an area is pacified. It could help reduce the single stack of doom thing i
I was thinking as another option like the doom track in Rune Bound (a board game). I just recall the GalCiv2 system and how tough/fun a rebellion or an unexpected assassination could be.
I always enjoy watching my storm dragon as a solo unit follow the roads halfway around a map instead of flying over a forest of three squares to reach it's destination [e digicons]:|[/e]
Trade goods, anyone? [e digicons]O:)[/e] They can be yours if you've got DosBox...
[quote who="dihir" reply="2" id="3293361"]I have had a conversation with a ghost unit form Kraxis. I could even initiate diplomacy and trading with the dead karavox (though I was afraid to, because I did not know what the consequences would be).[/quote] The only thing The Great and Terrible Lich-King of Kraxis would trade for is your soul! [e digicons]}:)[/e]
I had a similar event where i defeated a full 9-slot army in a city + militia units and shared my nice new city with an immobilized Verga and another hero: