Ohh, did you hide a secret dot somewhere in the game? [e digicons]:D[/e]
NaytchSG
Good suggestions... Especially the special areas and starting all troops as defending and troop order of battle ideas. I think Annie might be named after somebody's dog... You can rename her anything you want...
I didn't know you could start your sov with two points in a magic sphere! Good write up!
Good post! [e digicons]k1[/e]
[quote who="Grizzyloins" reply="26" id="3142820"] Quoting seanw3, reply 22 Trolls do not have the intelligence to conduct diplomacy but ogres, wildlings, bandits, & other humaniods do [/quote] Well, we know for sure that trolls frequent internet forums [e digicons]:troll:[/e] And I for one am an ogre pre-coffee...
Hey it does work, neat! I guess I didn't notice it until i was in Abeix's territory and couldn't see it as a result. That would be a great ability to differentiate gov/admin heroes: build wall, build fortification, build troop training camp, build telescope, build tower of Greek Fire, build siege tower, etc. Could make each a unique and valuable find. Could limit to one building/item per hero per game. Thanks
Thanks Derek, I will try it, be back in a few minutes...
It has been in since original WOM I believe... maybe not written down in new game manual? And I normally only get 3-5 points of damage returned to my unit.
Not sure if this exclusive to her or all heroes with Administrator trait or Path of Governor, but she has a Road tab both solo and when in an army group. Doesn't do anything when clicked on but gives tooltip: Road.
Part of the fire elemental traits, I believe.
As above, conquered via autobattle after freeze, asked to choose which city to place his eye, never shows in city details, can't colonize the territory after defeating all other minions and quest still shows active on left side of screen.
Oh yeah... the terraforming spells should also affect food/grain and mineral production. nothing crazy... but if I spend mana to make mountains into plains mebbe have a chance for a fruit orchard, wild grain or wild game tile pop up or a flat +2-3 grain bonus.
A three strikes and your out! Sov mod. Sov loses in battle 3 times and your faction is defeated. Hate chasing them across the map... gets tedious. DsRaider beat me to the horselords idea... nice! Could also unlock special horsebows and war lances, horse training for + dodge and unlock unit trait +damage if a charge over 3 or more squares at start of battle... one round to cast elemental counters: Quenching rain against fireballs, flame waves
If Tarth is the hit and fade faction, can they escape a battle after 2 full turns? Could that be implemented more easily than invisibility? Or could their regular melee troops get a one shot "volley of arrows" before they close to hand to hand via an action button like the throwing knife attack but a little more powerful? Or do Tarth armies 3 units in size and under get the "charge" trait free of um.. charge? in every combat to reflect their sneakin
I think this is a terrific idea!
Thanks for the Death Ward info, Blackmantle. It is hard to tell sometimes which spells affect which units. BTW, did you ever try to cast Gust of Wind with your summoned Air Elemental? I get a casting message and then the spell never launches the next turn, the elemental is free to move or attack...
In battles where one hero uses the Hummingbird pike to summon an air elemental, the next hero to go after the elemental appears loses her spell/actions bar for a turn. I can move and do a plain melee attack or move and end turn/defend. Also: I had a heroine with Death Ward cast on her, she died in battle against Magnar. She returned with Typhoid fever. Is this how the spell should work? I thought she would come back w/o an injury... also she still sh
[quote who="Hemmy245" reply="144" id="3136465"]My verdict: Ripe for abandonment. Still a total lack of immersion. (just read 80% of the posts in this thread to see I am not alone with this) And I fear it will be so at release. I see no difference in this title compared to the last one when i comes to gameplay and immersion. You might have sprused up graphics and added a few variables, but you are still using the same concept, the same engine and above all, the
I mentioned a bug involving recruiting drakes here: https://forums.elementalgame.com/422887/page/1/#3136431 I was a kingdom beastlord, but ui told me I wasn't allowed to recruit them...
I was able to get a single forest drake out of a lair, even though it showed as not buildable by my faction (kingdom). I clicked build and it built anyway. The Knights of Asok are a great addition. What could be fun would be certain lairs won't let you recruit if you have already recruited an "arch-enemy" lair. Keep it up! I was a beastmaster sov... does that affect lairs?
Hi One Lion, I had a similar issue with no notifications and crashes with the diplomacy screen... check out this thread and see if this helps: https://forums.elementalgame.com/422516 Debe2233: At least you weren't forced to eat your minstrels! Brad: A lot of the SWOT (strengths, weaknesses, opportunities, threats) of this Beta have been nicely covered by everyone in this thre
I would say that hero classes still need a fair amount of tweaking as well. Why bother choosing path of the mage when my maul wielding brute can summon fire elementals albeit do so slightly more expensively? Only a path of the mage character should have access to levels 3, 4 and 5. Certain other classes could earn a "use scrolls" ability to give them access to a few high level spells. As Malsqueek states above: the same three fire spells at le
As FallingStar0280 sts above, this fix worked for me. I would suggest using the search function with his path copied into it to avoid deleting the wrong file. Prior to deleting this file, the Govern button was still in the upper left corner of my screen and the notification popups on the right side were not really working. Once this file is deleted the govern button is now grouped with spells and turn at the bottom of the minimap. Thanks for the easy fix!
I had a similar issue. In a battle vs. a slag... if one of my hero units died, I would have to use auto-resolve to end tactical.
Does the AI place any weight to withdrawing wounded units to allow fresh units to take blows? If the AI never lets units survive (or use spells such as heal/wellspring) to level up, it is handicapping itself both tactically and strategically. Especially with some of those nice traits we can design into units. This could even add to the faction differentation: Resoln throws troops at an enemy but gets mana from their deaths (or zombies?)... Ma