I agree. I don't like this grid. And I don't like explicit evil/good. It's so cliche and ultimately uninteresting.
Sarudak
I don't think the wraiths are actual undead at all.
They said that for a while. But they ended up making them that way anyway... Also... Where is Carrodus?
People have computers with single core processors? Even my phone has a dual core processor...
Oh ok. So I got it working I think but noticed some weirdness. For one I've been getting more than 5 level ups and got a bunch of non path choices when I was supposed to be choosing a path. Also tactical battles were weird. I was fighting an air elemental and when a unit would attack it would often show it missing and then what looked like a counter attack for 16 damage or whatever but no health was actually lost.
I'm a little confused. Both downloads are needed?
Would it be possible to make the production produced by the population dependent on the materials of the square? Something like .05 production per population per material?
[quote who="UmbralAngel" reply="4" id="3104427"]I'm assuming that after your soverign reaches the minimum you can cast it as many times as you want with no penalty.[/quote] I'm pretty sure that's exactly how it doesn't work.
+1 for a great and polite explanation
Wow... That is some champion you've got there...
I don't understand what this video is about...
Awesome thanks! I'll try it out when i get home.
[quote who="seanw3" reply="29" id="3102434"] To the devs: I would be happy to send you a mod I made to test these suggestions if you want to try them out. I am still working on nailing down labor values and AI values, but perhaps you guys would like some of my xml implementations and use them for future testing? [/quote] I personally would really like to try this out.
Some of us forum regulars don't have avatars. I'm just lazy I guess...
Couldn't we just scrap the 9 unit per army limit? I hate the consecutive battle mechanic that results from it. Plus it would make battles so much more epic!
Where is frogboys promised response?? :P
There's something really buggy about AI and creatures.
[quote who="shadowtongue" reply="150" id="3101744"] I'm not going to argue the length of time which nuclear energy could run for, but I think you're rather vastly overstating this. And in any case, it's not that easy to ship nuclear energy around, so while it may be a solution for the developed nations which have enough of a population density as well as infrastructure, it is hardly a solution to the 'earth's energy needs'. [/quote]
We have nuclear technology in hand now that could supply all the earth's energy needs for thousands of years. We have nuclear technology in our mind and ready to be developed (U-238, Thorium, all that nuclear 'waste') that could supply all of the earth's energy needs for hundreads of thousands to millions of years! Not to mention known thorium deposits on the moon that could give us several more millions of years of energy. That seems it would be plenty of time
[quote who="frogboy"] Q: Ok, that was pretty vague. What do you mean by design principles? A: This would require a separate journal entry but broadly speaking, we mean that Derek Paxton (Kael) has a specific vision for Elemental: Fallen Enchantress which falls under a number of broad design principles. A common request is that the tactical battles be much more complex than they currently are. But one of the design principles of FE is that tact
I would rather they make building on these resources some kind of opportunity cost. But if they're not going to take that route then yes they should do as you say... :(
Just an option for autosave after every tactical battle would fix this. And would prevent the large number of technical issues that would likely be associated with adding a save option to tactical battles (not to mention the save scumming cheese it would encourage)
Excellent insight here. City building really needs more umph. Civics really needs more umph. I really like what you wrote about the blacksmith. Warfare tree needs less dependence on civics and magic tree needs less dependence on warfare. Crossovers should be mostly bonus tech and should never be central techs needed to progress in the tree. It really reduces our options when there's no effective strategy to pursue that doesn't involve climbing quite far up the civics tree. &nb
That would open up many possibilities!
[quote who="Heavenfall" reply="9" id="3096686"]How do you mean? If someone likes their free will, they are less inclined to use an item that takes it away.[/quote] What I mean is I believe if either side actually values their free will more it would be the empires. They are after all the more individualistic society. Whereas the kingdoms are more focused on heirarchy in society and maintaining social order. I believe a member of the kingdoms would be more willing to use the mace as a