perhaps an 'adventurers guild' screen where we can see the whole list of heroes available for hire, payments made in gold or fame. How awesome they are depends on your fame threshold, how many you can hire depends on city count or fame threshold, didn't think it through much
Necaradan666
Is it meant to work? It seems to be set up to allow it, with the nice yields right by forests and rivers., and you can snake out and build logging camps and piers, until you save/load then you can no longer build these improvements. There's a bug somewhere here.
Kraxis probably took it with broken loyalties and then immediately lost it to pariden, happened many times in my games, sucks. oh, already pointed out, nm.
Or you could have a 'wait' button that doesn't increase defence but puts the unit higher on the turn list
[quote who="StevenAus" reply="10" id="3356457"] I've restricted my Facebook use to a moniker (not related to Steven Aus) that I use very rarely to communicate to one of my friends who is hard to contact otherwise. But other than that I don't use it. I might log in two to three times a year, maybe one more in extreme cases. I still use emails and forums a lot though. A well-moderated forum that encourages sharing and prevents most griefing is more tha
The optimal solution is to have a higher level game rule which dictates how everything behaves. eg Percentages stack. and have the game do that. The reason people are confused is because they don't know the fundamental rules of the game and have to guess how things work based on how the traits are displayed. How they are displayed shouldn't matter as much if you have the rules plainly stated somewher
If you're fixing units designs... The Pariden monk has plate proficiency, and I don't know why since it doesn't upgrade or wear any armour and as it is costs 10 extra labour.
[quote who="Mightypeon" reply="15" id="3356467"] The by far weakest traits are those that give extra techs at the start. [/quote] Not if you're playing on an Epic length game, having a faction with a couple starting techs could mean you get up to 100 turns head start compared to everyone else, that is huge.
[quote who="Ronin313" reply="2" id="3356354"] Again, I think the development team made a mistake not using traditional fantasy races. [/quote] Wrong.. wrong, wrong, so wrong. Orcs and dwarves and yes.. probably dark elves with purple armour... so generic, and would probably still have the same differentiations between their factions as the current ones do gameplaywise.. only they wouldn't be uniquely elemental, even if they went with some outlan
One from unit design one from fortress he was built at.
Mana limitations? Build more stuff that gives you mana, put Meditaton on every city.. if you can't find enough mana you must be doing something wrong. Sure I run out of mana every other turn at the beginning of the game, but like any resource if you focus on it a little you'll end up with so much mana you won't know what to do with it. Soul Spark is awesome, you can kill a banshee with a couple militia units for big xp right at the start
EVEN WORSE.. the game doesn't save properly! Man it sucks to reload a game and find that you have one less city than you should. It was NOT owned by kraxis when I saved the game.. how is it possible that the dude cast broken loyalties? It should be in the same damn state as when I saved it.. It was saved during my damn turn. How is possible?
Hover over the growth indicator at the bottom of the screen when you've selected a city, or in any city detail screen. You'll see a gold spider-web like icon and -50% It's a faction wide effect so you don't have to target anything, and all your cities suffer -50% growth while the plague is still uncured.
doublepost.. blagh
[quote who="Anelyn" reply="2" id="3355460"] Women always pay attention to those little things PS: We need more female LEADERS.[/quote] Really? ...really? Inequality in Elemental? The chicks we have include the Fallen Enchantress herself and the preeminent channeler alive on Elemental.
You build scouts?
Do you guys intend to update the city levelup screen? I think it could do with a bigger, more colourful screen like the hero class one. Many times in the last couple days I accidentally clicked right through the screen and got a conclave when I didn't want one, merely bercause I'm clicking through as I do with loot pickups or diplomacy requests I don't want to read. It also still shows an influence stat from FE and I just think it's a fairly impo
I was a bit thrown by your mention of toxic bow, isn't that pretty awesome? I seem to remember having to lean back from the screen in surprise because it did so much damage when my sov used it.
Haha, that made me choke on my coffee. Such arrogance to have that be the first thing you see in the scenario, all hail the Frog.. too funny.
I don't know, does sound good but.. There's little enough variety in items per game even after patches that increased the amount. So I do usually find something worth wielding, even if not always the best gear for a particular Sov. Apart from that.. in my opinion items are more exciting to discover randomly. Every time I find a mage robe I exclaim "yeah!" it's awesome, is loosing that effect better than the risk of not
Yeah, we didn't get a chance to beta test the FE scenario did we? I only remember playing it after release.. and then doing the bug reports. Better that we get to beta test the LH one now.
I don't mind the increased speed of using auto turn and select next unit. I use either option depending on mood and time available for a game. I just wish it worked better.
For Stardock who are largely interface designers I'm always troubled by the lack of thought put into their game UIs
I've been using auto-turn but I'm kinda getting sick of the UI getting dragged away from me while I'm still trying to build improvements or units. If I click at just the wrong time to try build a second unit the game will ctd. Every time. It really needs to allow me to press 'Done' on the build menu before advancing turn. Also as I use a mage type Sov for most games I'm finding I miss the utility of being able to double-click through spell c
doesn't fire every time though, and many other spells that you'd think would cause pain don't have grunt effects. I'm more worried about polish/consistency between game elements than making sense from a rl or lore perspective