nOObonian

nOObonian

Joined Member # 2616903
57 Posts 81 Replies 706 Reputation

I think this is good. With the nerf of monster gold farming, we need alternate ways to get gold and drive the war machine.

2 Replies 5,024 Views

I read through the 1.08 and it mentions shards (something about value to 1), but doesn't specifically say shards are counted in spells. anyone know?

5 Replies 3,938 Views

Started playing empire this past week and am having trouble getting houses for the empire meeting the lvl 4 city requirements. I am at the shanty level and I haven't found anything bigger. I seem to remember lots of better options in the kingdom tree, are there equivalent options in empire? Or is that the cost of being a dictator, sucky housing?

1 Replies 1,959 Views

Historically accurate...wonder if they can add a technology under the dynasty tree so people can "discover" that incest is bad.

27 Replies 12,670 Views

[quote who="eHandel" reply="108" id="2771206"]I think it is obvious. Spamming cities is bad because it may be the best way to win the game but the purpose of any game is to be fun. Having to manage 20 cities - own and captured from the AI (and you cannot raise them coz the AI will rebuild them ASAP) takes away all the fun. Not to mention there is no warnings when enemy/brigands/monsters enter you teritorry so you will have to disable the "auto end of turn" feature and manually check

145 Replies 84,329 Views

[quote who="sagittary" reply="94" id="2770795"]The problem with making every city cost food by default and taking out caravan bonuses is that food becomes -incredibly- valuable and the player is encouraged to rush pioneers to grab food resources in the early game. It means that empires become incredibly small and whoever grabs those first food resources has a massive expansion advantage. [/quote] But doesn't this fit with the background...the land is ruined. People are the

145 Replies 84,329 Views

So the biggest reasons I see are: 1. It looks bad / stupid 2. I don't like the strategy OR it lacks strategy (as one poster put, similar to zerg...which everyone criticizes so much so that the name lives in infamy) I was thinking of a few options. Make level 1-2 cities cost money, level 3 cities break even, and level 4-5 profitable (gold production based on population and taxes). If balanced, a player could only support a number of cities based on economy. Could

145 Replies 84,329 Views

[quote who="Jandurin" reply="38" id="2770318"] Quoting cwg009, reply 34 Oh, and don't even get me started on playing the city-level-up memory bonus game for all these cities. Hmm, is this one of my thirty cities with a gold mine, library or temple that hasn't been harvested yet, or is it one of my spam cities instead and I should take the extra military unit? Well, this giant unmovable, annoying interface screen is in my way so I can't actually see the city t

145 Replies 84,329 Views

[quote who="alborrelli" reply="3" id="2770057"]I think they ought to limit the amounts of cities you can build or make them really really expensive. BUT... then I would create a sort of unit that can go out and "exploit" a resource that falls outside of your influence. This would make these resources heavily fought over. In the end, city spam happens to control resources.. so make controlling of resources possible through something other than cities. <br

145 Replies 84,329 Views

I downloaded a few maps from the mod page and had trouble getting them able to load. I double checked to make sure it was in the right directory (elemental\data\maps). But from the new game steps it wouldn't let me load the map. I even cycled through the named maps and none came up. What am I missing?

4 Replies 3,103 Views

I'm assumming everyone doesn't have a problem with putting a city near every resource. I also use city influence to "block" in other sovereigns into a small branch of land, otherwise they have to declare war to get out. But beyond that, cities in the middle of no where for no reason...why is that a problem? A few weeks ago that drove me nuts, but then I began to think about why would I care...I couldn't really say what it was. I actually made a few non-resource based cities a

145 Replies 84,329 Views

(This is a long post, but if you are into multiplayer I strongly suggest you review it). I’ve always enjoyed multiplayer online games. One of the greatest inventions I ever ran into was something called Player Tracker (PT) for the real time simulation game Supreme Commander. The benefits of this application can easily be applied to EWOM. This specific program is a 3 rd party mod to the game, but could easily be done by Stardock. If they don’t, I am begging

0 Replies 1,740 Views

There are many posts on here, other than AI the game was perfect. Diversity in races and magic. Why not just "copy" it, like all FPSs copied from Doom. If you try to reinvent the wheel you can end up with an elipse and how good would that do on your car?

11 Replies 677 Views

Sweet! Thank god for the laptop. Now I can spend time with the wife AND play Elemental (she seems to have a 5 foot rule). If I'm not within 4 feet of her, I'm not "spending time" with her.

3 Replies 2,392 Views

Good so the quest victory kind of walks you through locations. Just to follow up to myself, some of the quest locations are very near enemy territory. I tried doing the Spell of Mastery victory. I selected to research it, then when research acheived window came up, Spell of Mastery didn't come up and I never saw the option again. Is it possible to miss the chance to do the spell of mastery?

6 Replies 3,710 Views

In preparation for multiplayer, I wanted to go through and win a game under each victory condition. Mainly to understand. I am a little unclear on how the diplomatic victory is achieved. I know that you need to make someone an ally, but what are the specifics. Research ally technology? How do you achieve a higher relationship? Is it a chain of non-aggression pact, ally, trade child away, then alliance? I can’t seem to give them money. Do I trade their diplomatic capital for

0 Replies 1,196 Views

I was a D&D rules fan for melee warfare and there is an opportunity to include a rule that could add to the tactics of tactical combat in EWOM. I suggest we implement an Attack of Opportunity for units with melee attacks (that leaves out magic and archers). If the AoO event is triggered, it would ultimately just allow a melee attack on whoever triggered it, with no counterattack reprisal. The trigger for an AoO can best be simplified to be: if a unit is already in an o

0 Replies 2,361 Views