We'll have to agree to disagree. I see Elemental as an empire building game, not a war game. It took over 200 years to get from the Cataclysm to the beginning of 'War of Magic', therefore I would not be happy for the entire continent to be civilized and settled again within a couple of years. And i think you are looking at the game too literally. When i hut is built i see it more as clearing the area from the devastation, and building a whole complex of huts to house several hundred people. I
Lonemessiah
[quote who="StevenAus" reply="5" id="2844407"]They changed it so that normal Sovs produce 2 mana per turn. It used to be Sovs - 3 mana per turn and Shards 1 mana per turn, and then in one of the beta patches they changed it to 2 (Sov Base) and 2 (Shard Basic). Sovs with Attunement do get an extra 2 per turn, and Greater Shrines produce an extra 1 per turn per Greater Shrine. Best regards, Steven. [/quote] Doh missed that in the change log. It all happe
Don't forget that a 'normal' sovereign also contibutes +3 to mana per turn. (so even with no shards at the beginning of the game you will be gaining 3 mana per turn)
The main problem for me with weekly turns (and there is another topic on this posted today) is the loss of the epic feeling. We are bringing a civilization back from the brink of a mighty cataclysm (sp?). Doesn't seem right the we should be able to achieve global domination from nothing in the space of 3 to 4 years (or 150-200 turns). It SHOULD take many years to win the game, it should take decades to build cities up to their former glory. With weekly turns we could have a massive ci
On point 6. As far as i am aware it means that the maximum ZOC area you can get from a city is increased by 1. that means for a level 1 city rather than being restricted to 3 squares it can now go out to 4. I remember in one of the patch logs there was a mention of the actual maximum size of a cities ZOC in relation to its size (as it was being changed). from changelog 1.09q 31. City ZoC's adjusted: City level 1
I really hope the game that he was stuck in the basement for months was 'Knightmare' because i never did find a way out of the second room. The new artwork is great by the way :)
Of course it would need taking off the cap, silly me forgetting to include that. Mayube it is over complicated, i was thinking more about population transfer to newly built cities to speed up their growth. If the population was made local then new cities would be hit by the same problems as the Capital starts with (i.e very slow and limited build). To be honest it is more about being able to leave besieged cities and the epic feel of that.
I have seen a few posts recently regarding the world wide usage of population. Many people would prefer to have it localized. This lead me thinking as to how this could be managed. My Idea Allow the creation of a 'Refugee' unit. This unit would be buildable within 1 turn. It would cost 10 population and a certain amount of material (i suggest 1 or 2). This unit would not be able to be upgraded of changed in any
You do know the easiest way to do this is:- 1/ Disable your 'show pre-release beta' option thingy 2/ Shift+right click on the game and select verify installation 3/ Impulse will tell you it isn't right and ask you to updat. 4/ update elemental (about 20 meg download) 5/ recheck 'show pre-release' thingy 6/ update elemental (about 30 megs)
What about agreements over territory. At the moment we see the zone of control be pushed back and forth, couldn't we set up agreements over where our borders lay. I.E. give the AI control of a gold mine resource under dispute, in return you get control of a disputed metal mine. Can we please make threats towards AI, as they do to us. Finally can we trade shard access (fire for water etc.)
I'll be honest and say that i really haven't fully explored the diplomatic branch, since it is wasn't ever really needed to win the game, so if these actually are in the game forgive me. However I'll take the risk of looking stupid and mention these anyway. Trade Embargoes:- Agree with another faction to not trade or deal positively with another faction, i.e no caravans, no trade agreements and no marriage agreements. Trade Resources:- I'm sure this is probably in there alread
RE: caravn guard idea Rather than having a technology to apply a caravan guard, wouldn't it be easier to just assign units to travel with the caravan? This way you could attach better troops for more dangerous routes. Also it would be a good way to train rookie troops. maybe each successsful journey for the unit would add a tiny amount of experience. It just seems right that new troops get assigned caravan duty, you can almost imagine them complaining about it :)
Update on my issue Quest works fine with anyone else. Looks like it might be a problem with the game though as I had the same issue with the 'kill the rats' quest. Again it was my spouse and again she couldn't finish it.
I shall test again tomorrow. Unfortunately i don't have a save game available from that game (She later died and no save game from before). Maybe I was just doing something wrong. edit:- actually i think she may have summoned a familiar during the quest too, as i wasn't sure whether they'd be a fight. Maybe that moved her down the list.
I am running the beta. I paid of the scholar and returned to the sage's house, but nothing happened. This was with my spouse (it was her that got the quest originally too). Only other mods i have running are the expanded factions and the elves. edit:- one more thing to add which may be the problem. I moved from quest level 2 to quest level 3 during the quest, so maybe the Sage's Estate wasn't recognizing me from that, it is a long shot though.
I'm enjoying the mod so far just a couple if issues, both related to the sage quest location *slight spoiler* Firstly the word 'search' is spelt wrong when the quest for the scroll is given. Secondly i purchased the scroll and was given a rat/scroll. Upon returning to the sage nothing happened, no text or anything. Either it doesn't work properly or I am missing something.
Don't worry xStarfirex. If you do control+a to select all, then paste into word you can still see all of your spell, therefore it is all there, just the top part being cut off at the top of the screen. As it moves down the list more will be visible, I know because mine has done that.
I have managed to submit my spell now thanks. No more Code 3 error.
You are right though it would be more exciting to have to battle for those locations, The main thing that would worry my about this is that it would mean Military research would quickly become far more important than any other. If you build a big army quickly you would then be able to grab all the important locations whilst your opponents were still trying to build lots of successful cities. Also i never really understood the logic behind the whole guardian idea. Why would a mons
Me too. Using both firefox (latest update) and IE8. All on windows XP
Bumping this because I too am getting that code 3 error. I wonder how many more people have been put off entering due to this. Does anyone have a solution?
I too am getting that annoying code 3 error that seems to plague the contest at the moment. Did anyone find a way to resolve it yet?
So this thread only managed two pages? After all the complaints about the AI i expected more.
1/ I would most certainly go with the 'Sending Pioneers through enemy territory' 2/ Settling right next to my capital in an attempt to get my resources. 3/ Not collecting the goodies (unless they get goodies in different locations to us) I can always tell when i am approaching a new faction by the increased number of goodies laying around.)
[quote who="HallaK9" reply="54" id="2826939"]Where are you guys downloading the beta from? I see nothing new on Impulse..[/quote] Make sure you have the 'Show pre-release versions' option checked in the impulse preferences menu. Then it was available at the bottom of the impluse client for me (said something like beat 1.09n is available)