I am not sure if this has changed since you last tried but the camps are in the game, and they can be placed on maps, I am not certain if they have random generation restrictions. Under Notable locations in the cartographer, unfortunately they are not easy to recognize with what they are, the Campfire at the top is the Empire camp for level 1 characters, and progresses down Empire Champ spawns to Campfire which then is for the Kingdom camp for level 1 then down the kingdom ones. If yo
nspencer
Some Issues with this version of the game. Cities with no population can still build buildings without meeting their requirements, probably checking agains tthe global free population instead of city. stables produce 1 horse then seem to only store it no seasonal production. mines produce 1 ore and store it, no seasonal production. the archer empire trait does not enable production of archers, a reacher stated i coudl now produce archers but they do now show up
How indepth is the AI likely to be getting? Can it change the roles of created units, to adapt them to circumstances? For example the Roles: Scout: If the computers field of reference is limited to what they can currently see with active units and bases, they like players will need dedicated scout class forces that will investigate another player unit slipping around the edge of their view, to follow possible threats out of response range to keep an eye on them without b
Hmm, with all this talk about resources, can we finally have some pilferage, take over enemy city, recover some resources from the remains. Kill enemy heroes and can get some of their equipment, steal a spell from a casters spell book? Smacking a hero upside the head now just makes them go away , you cannot even get their armor or sword, maybe offer it for a repair penalty if you really want. Lets see some intersting twists out of the whole "resources" idea. A proper balance of trading values
Hi Guys, Glad to see the work progressing but I was wondering if we could have an optional ground level tile shadow for the cursor, to help us to know here we are over exactly i've had soem issues with it previously, especially in combat.
Has anyone else had problems with the 1.08 updated patch not being able to gain extra basic spellbooks? I have reasearch all the spellbook options and gained Moriah's and started with fire and water , I still cannot get earth or air spells. Is there maybe some wierd prerequisite?
Hi all, I noticed the flaming and stuff and find it sad, especially the part about submitting bug reports, it seems most of the people with crash complaints are 64bit windows users, being one I can sympathise. There is a work-around that Stardock is going out of their way to allow to function that dramatically stabalizes the 64bit systems, you do need to patch your Elemental.exe file but iit works and I dont just crash out at 3 gigs of RAM
dgracia go into the options and change your threshhold, it determinds at what level you will be able to choose battle, versus auto.
The campaign is soo completely different to the real game it should not be called a tutorial, you dont have to do any research; it is all given to you the enemy creatures toward the end can easily wipe out your "reinforcements" with their 10 damage to all nonsense that has no damage level mitigation and no random dice. Your main Hero in the campaign has significantly more life than you wiill see in most hero's in the real game except if you chose to only give hp oon level up , and the
Could random monster spawning be abit more controlled , not spawning next to my mine and destroying it at the same turn end, maybe the monsters only spawning farther from civilization unless "someone finds an old outpost and in exploring it releases the monsters" ofcourse then the monsters should spawn in proximity to the outpost and spread from there. Maybe have an explorable inderground carvern the monsters are coming from and you have to go through it and close the spawning point?
I would love to see some of the structures like for example the merchant or workshop improve as the city grows, its very unlikely that a merchant able to produce 1 gildar profit in a level 1 city cannot produce more with a larger population base. I personally love the idea of large armies i would also like to beable to build defenders for each town, but i have trouble affordiing them in one gamei believe i have around 40 cities all on level up chosen to increase gildar, about half i b
Can we please have the argeting cursor highlight the tile we are aiming at so that my idioc archers dont just run into melee when i was sure i had the mouse over the right spot?
I have had a problem with the most recent patch and a 1.06 saved game that when I loaded all my housing bonus research nolonger applies, I think my economics research also nolonger works, even when I research more it does not seem to apply. I do not know if this is happening in 1.07 games and I have not bothered to check.
The Specialization of hero's and sovereigns could really use a little love I mean a level 10 hero that is a merchant still gives only 1 gildar I would expect him to get better as he levels. The same for the bard skills, which I am not sure how they work because if I hire a bard I do not seem to get a price reduction on recruiting other units. If I hire a bard he should be out there singing my praises and making it easier for me to hire heroes. I will suggest again that he
Suggestion: Should the Champions not gain more life on level up like any other unit in the game? Ofcourse have Constitution modify the amount but some auto gain should be there or Champions are abit tooo squishy!!? Should not healed HP per turn be a percentage of total hp while in town, a smaller percentage in your own territory. and atleast one hp per turn in neutral territory? Should not essence regeneration be a ratio based on inte