Very good, i especially like the camera option in tactical regarding arrows .. made my head hurt :) Any chance you guys could limit the amounts of rings, amulets and sutch you can wear, its not a important thing in single player i know, but im weak .. heh
tamides
Turn 284 .. pre 0 day patch :) .. just had to share
All i can say is ... GOOD :) i really like this change
I really want these choices to be game changing and epic, mutch like in MoM or MoO, perhaps profession is the wrong name for them, perhaps "specialization" or "origin" is better. If up to me, i would lay these rules down 1. think Epic 2. one main bonus + one sideeffect bonus + unlock/random guarantee (see my herbalist profession above as example) 3. playtest with replayability in mind 4. Unbalance is more fun, i win button is not. <p
Herbalist Bonus to food production tiles/units have "poison" weapons Artificer Bonus to item creation/less cost Conjurer Powerful summoning spells Archmage  
Option #2: Simultaneous turns. [e digicons]:beer:[/e] [e digicons]:grin:[/e] Time bank with a cap on it would also be a nice option
[quote]There are only 52 minutes left of thursday here in Norway![/quote] Gonna be a long night : )
My favorite spell in MoM .. at least when i first saw it Chaos channels Unit Enchantment (Permanent) Cost 50 mana Transforms a normal unit into a chaos creature. It can receive either wings (2 Mvt), or demon-skin armor (+2 defense) or strength 2 fire breath. <td vali
[quote who="Cerevox" reply="26" id="2547822"]Very little has been declared to be so. The empire = death, other = life is one of the few things that has been. The devs have said it enough times that changing it now would just confuse the crap out of everyone.[/quote] hehe .. wise
[quote who="Cerevox" reply="23" id="2547802"]The death for empire, life for the other side(can't recall their name) is already decided by devs. Although you could probably mod it however you wanted.[/quote] Thought very little was set in stone, but ok If it was up to me i would go with Preserve / Defile or Arcane / Eldritch, magic Life / Death is simple and works, but not very precise and i get a feeling of Paladinish behavior from the Kingdom side, makes my sk
Since we wont see, well most likely, underground areas in Elemental, how about this; At the start of the game you can choose you rase to be a subterran rase, mutch like in MOO. This would only be a cosmetic change, but perhaps with some bonus and some disadvantage, like more protected but less people, more chance of iron, but less chance of fertile land At the start your city is say 30% subterran, with time you can choose to extend
Hmm .. Food, and fertile land, these two is repeated again and again on how good a city becomes or should become, and also how this could restrict city spam.. but Its water, pure water source, that is the essence of a city, both to how many people the area sustains, and the health of the area and its people, why not make the water source the big IT, in how a area sustains its population, and pumping more essence/spells/rituals from the channeler to purify more water, or keep the water
How about having buildings in cities have a small random chance to become something enhanced, just a small bonus, like a farmer who finds out how to make a really really good pai, +0.1 food quality, and should be rare, with increased chance on size or if there is a special resource in the area or something .. i think you get the picture. It would help make each city special
[quote who="Admiral100" reply="12" id="2542406"] Quoting tamides, reply 6Spending essence to create a city, just sounds wierd, spending essence to purify water in a area, thus making it habitable for you rase, sounds, to me, better I like the approach to this kind of city making, but i think that auto upgrading should be made as a toggle, and that the upgrade should take time. I am really looking foreward to beta 2 To be honest, I had thought
Spending essence to create a city, just sounds wierd, spending essence to purify water in a area, thus making it habitable for you rase, sounds, to me, better I like the approach to this kind of city making, but i think that auto upgrading should be made as a toggle, and that the upgrade should take time. I am really looking foreward to beta 2
just me being tired :) .. the download is zipped ..
It was like that when i first downloaded the game a week ago, but you might be right, still think its wierd. Im having the "crash at create world" issue, so im trying to get a clean install, right now im just checking everything.
Impulse states that elemental is of 651.91 MB size, but the download is only 507.70, is it just me that is tired or is something abit off ? any thoughts ?
I made 2 folders, "Music" and "Event Music" and copied the Layered Music files into them, it made the; DebugMessage: No files found matching mask Music\*.mp3 DebugMessage: No files found matching mask Event Music\*.mp3 go away, but still it wont run. Funny though .. because the game loaded the first time i installed it, then i changed to window mode, and after that it would not run. Here is my full debug tx
Well the jagged rocks on the media page looks to me like it will be expanded on. massive mountain ranges are also very important in a strategical view.. also i would think that clean glazier water would be a good resource to have, or perhaps like most other games this is a given, i hope not
ah found it : )
oh nice .. must have missed out on that
Im hoping that the final version of the game wont have just the rolling hills type mountains, right now it looks very good all in all, but rivers coming from glaziers stuck between jagged mountain ranges would make it superb : )