What i'm saying is that each soldier comes from a city. If you can't grow your cities up to 1000 citizens then you'll only be able to train units with 500 soldiers. If you train a unit, wait citizens to replenish, train a unit etc.. it will take forever. And huge army need maintenance. If you don't have a strong economy you won't be able to maintain a 10 000 soldiers army.
vieuxchat
Exactly : if you don't build things that need special resources .. then you only need time to train your unit (some equipments raise the time needed for the training, not because of resources like a sword need ore, but because the unit need to learn how to use that special equipment)
Farming can be enhanced forever (infinite tech) So the only real problem is the housing one. At the moment there isn't really enough ways to get enough houses. Appartments take too much place for too little population inside. But devs talked about battles with 10 000 men. And 10 000 need to come from a city. So there will be ways to get a 20 000 or 30 000 population city.
TCores : it's already like that : you can't build houses in a level 1 city. And I think the 6 houses for 1 other building ratio will change before the final release. And there surely will be better housing in the tech tree. There's already the appartment. And I think dev want us to take hard decisions : you need housing, and so you have little space for something else, so you will have to specialize your cities. A farming city won't have enough space for barracks or anything e
The current system is really perfect. No stockpiling, easy to understand exchange rate (1 on 1). And ore does work : if you want to build an army with swords, plate mail and so on, you'll take forever (even with barracks) if you don't have some ore. The only thing i'm not sure about is the way caravans work. Because it seems they deposit things, but they aren't stockpiled. So it may be remnants of the ancient implementation of the economic system. Anyway I should try something
The actual calculation is false. Devs already stated they will use the arithmetic upkeep instead of the exponential one. And I think that is a good thing. If you want to go to war, you need to prepare yourself to be able to keep the taken cities. Moreover they stated that a 5th level city wil multiply the effect o feach building by 5. A 4th level by 4th, etc.. so a building that let you earn 1 gold will in fact let you earn 5 gold at city level 5. So it won't be so hard to let
No, you're right. But what about the f&act that when you need an earth shard you get 3 fire shard that are useless to you ? If we could trade them, why not, but we can't. They are tied to a city.
Maybe 2 essence to change the shard ? Essence is just to sparce to use it without thinking. Reviving land costs 5 essence. Essence is your max mana. You can imbue heroes with essence. So, I think it would balance itself : you have the exact shards you need, but have less essence, so have less mana to use each turn.
Good luck to so good ideas :)
It also happenned to me if, for instance, I gave the sovereign a tile to move on, and the spider was on the path. No combat was triggered because I didn't click on the tiles with the spider (or the spider)
In Dune, from Frank Herbet, the last books let us know that the "bad guys" (who were in fact bad girls) were in fact fleeing from an ever bigger threat. If only Herbert didn't die ... *sigh*
Yes, it just bug when there's "too many" huts to upgrade. Or maybe ... if there's huts in build queue ? Maybe the game can't handle change huts in build queue in houses ?
EDIT: Damn egads :P
Maybe it's related with the fact that cliffs aren't properly displayed. So maybe in the 3D engine it makes sense.
After researching the lair quest and dungeon tech I could find quest triggers. But after doing all of them, no new triggers appears on the map. Is it as intended ?
When you cast mass heal the health bar won't rise up. You need to unselect unit, then reselect it to have the right green bar on the unit icon. EDIT: I forgot : the mana bar (blue bar) automatically updates.
I nailed it : In a multi turn battle, that "aattacl" value show how many damage the unit has done. It's not attack. Maybe there should be another kind of icon.
I got it. What I did : erase every hut I had. Choose the housing tech, rebuild every house. So the bug happens when the game try to enhance buildings.
The barbarian faction in HoMM 4 was really interesting to play. But in Elemental you're special because of your bind with shards. Maybe an other kind fo magic : shards could give you empire bonuses like in FFH2. You can't cast spells, but fire shards let you get bonuses like a fire shard will sometimes mutate your warriors, or things like that. It would be a different way to play the game. the magic way of reseach would let you use the shards in different ways : make them have a zone
It's more than impressive ! SupCom could have used the AI feature to no end. And the destruction one. [e digicons]k1[/e]
I copied needed files for quests in the quests directory, so now I can test them. When I got the quest with a she-wolf, I choose to use 10 essence (that's a bit harsh !) to get just 3 ebenwolf. When those ebenwolf are stacked with my sovereign they move sloooowly. If I unstack them, my sov animation speed is as usual. When my ebenwolves move their animation speed is slooooow.
Your essence is your max mana. If you have 0 essence you won't be able to cast any spells because you would have 0 mana.
That's false. IUn fact if you don't have iron you can build things, but it will take considerably more time. Each point of resources you don't have will cost you 1 turn. For instance a watchtower wich cost : 15 workforce and 16 lumber will take 36 turns if you don't have any lumber, but it will take 15 turns if youhave 16 lumber available. It works really well, even if it's just a beta. The more I play, the more I think it's a real good design choice.
In fact the resources system work. If you mouse over the time needed for a building you will see what it needs. For instance a house need 5 workforce. You can't go lower that number of turn (at the moment. Maybe a letr build will allow us to decrease that number) But ! Some buildings need workforce AND lumber like the watch tower. If you don't have any lumber mill it will take 36 turns to build a wtach tower : 15 workforce + 16 lumber. If you don't have the resource it is repl
Surely because of hills : But I can build one :