ProteusJN

ProteusJN

Joined Member # 2908993
2 Posts 29 Replies 147 Reputation

I agree that it would be great to be able to negotiate border treaties with maybe multiple stages ... -default (no treaty .. the same as now, i.e. if you don´t want foreign units on your ground, you have to tell the AI each time to leave) -Closed to all (all units [except caravans, if trade treaty] are forvbidden to enter your territory -Closed to combat units (Combat units are disallowed, but pioneers and other units with Attack = 0 may pass) -Non

28 Replies 91,521 Views

The only solution that I can think of at the moment is, to refrain from clicking tiles too far away (that is, not in direct distance, but in distance that your unit would travel, if you manually would select the path) and instead divide longer travels into lots of shorter legs

5 Replies 4,799 Views

I don´t care too much about manual placement of buildings. But I definitely care about getting building options for resources that are touchedf by city buildings (for example gatting lumber mills as building option, as soon as your city grows so large, that your city buildings are adjacent to tree tiles ... or getting the option to build harbors, as soon as your city growths reaches a river). Either this or having the radius for which resources are considered to be "within city

38 Replies 40,623 Views

It seems to be still in there ... it occured in my current game that was started after applying 1.02 ... I had a fight against this Titan who rules over the winter landscape. At one point during the battle (after I had already lost several units) the Titan targeted my soverein (who had a bow at this time) ... he managed to get near to her (female soverein) and launch a single attack (which she survived thanks to her armor) ... after this attack my soverein managed to disengage

7 Replies 11,882 Views

I think it has to do with pathfinding and target selection ... the AI selects a target at he beginning of the battle and (if melee capable) tries to get to it. However when the path to this target gets blocked over the course of the battle, the AI oftemn seems to get into a n undefined state, where it seems to wait for the way to its primary target tpo get free again ... and, for some reason, refuses ti switch to targets for which it hasd a valid pathfinding sol

7 Replies 11,882 Views

I have missing militia expeerienced several times as well (once even when attacking my enemy), but I don´t think it has to do with unrest ... else newly conquered cities would never give militias if attacked the next turn after their conquest (and they definitely provide militia in this case)

9 Replies 12,191 Views

[quote quoting="post"] ...Governor is odd too, in that I have to take them into combat to level them, but I want to leave them in my cities... [/quote] I agree ... that´s the main reason why I have given up letting any of my heroes choose the governor path. Either I let them remain in a city, in this case they are next to useless, due to the fact that they don´t level up and will remain at a low level or the res

7 Replies 7,820 Views

It seems like we don´t have the ability to queue unrelated research orders i.e. orders that are in separate sresearch trees or not in succession on the same one (Either it isn´t available, or noone knows of it: https://forums.elementalgame.com/436938 ) Therefore I suggest, that we should get this ability (for example by shift-clicking on research orders). I don´t know about others, but I for

0 Replies 4,391 Views

As the title says ... I known that, if you choose a tech further down the tech tree, all prerequisites for this tech get queued (and you therefore don´t need to select a new techh to research until the final tech that you have chosen is researched. But what about queueing totally unrelated techs ... lets assume I would want to queue Tech A, B and C from Civ tech tree, Tech D from the warfare tech tree and tech E and F from magic tech tree.

2 Replies 7,372 Views

I know that wandering monsters immediately raze your cities if they manage to conquer it. But I never saw an AI player doing it. (well that´s not totally correct .... I saw it exactly once ... but that was, when the AI player conquered a city that was just founded

24 Replies 65,764 Views

It is one upgrade you can choose after leveling the city. IIRC it is only available for forts and comes with level 3 or 4. I think it is called Watchtower or the like

15 Replies 21,315 Views

The terrain readouts tell you the amount of food, materials and essence that a city would get, if it is founded on this tile. Only on tiles with this readout you can found a city. Also, if you found a city on a tile, be aware that a large diameter around your city will become unavailable for founding of new cities (IIRC it is a radius of 5 tiles around your city tile)

3 Replies 5,283 Views

[quote who="Humility" reply="3" id="3276968"]They don't even had a armor as well, yes, they are crap, even 3 level city can't handle normal enemies single troop...[/quote] They don´t have much armor ... but their attack value is rather high ... if you play it right and your militia troops don´t get massacred before being able to launch their own attacks, they can do quite a bit of damage. When attacking enemy xities that also m

15 Replies 21,315 Views

Which wildland? In Curgens tomb you have to kill all enemies and also gather all treasure chests (i.e. shrill lairs) ... in the huge battlefield IIRC you have to kill the golem armies and move through the dale from its entrance to its exit (there are 2 special tiles one on the entrance and one on the exit, which you have to visit) in the wildland with the huge number of caves (that were used as a torture chamber) you have to visit all caves. Not

9 Replies 15,043 Views

Well, it has a correlation to diplomatic relations as you can use it as currency for trades, for example trading x influence (or mix of influence and other goods for any goods you desire from the AI. Or in order to make the AI accept treaty proposals.

20 Replies 39,898 Views

[quote who="JSchoeck" reply="1" id="3276331"]I second that. Was pretty unhappy about losing 10 crystals 3 times when I first found out about this, just to confirm the resources got removed EVERYTIME you clicked on "build". There is also a definite bug on this: You can get to negative Crystals by queing up Guardian Statues and removing them again.[/quote] Maybe this is the reason why I occasionally (in the foreign relations tab)

5 Replies 4,573 Views

[quote who="Kamamura_CZ" reply="10" id="3276383"]I don't care, but generally, there should be no females in close combat roles ever. But since this is fantasy, it does not really matter.[/quote] The japanese had their Onna Bugeisha, which fought alongside male samurai and were known to be capable warriors. As for the thread topic: I am all for it... we are able to design female soldiers, therefore we also should be able to design hench

48 Replies 205,327 Views

[quote who="Sierra_Dragon" reply="1" id="3275956"] Not yet anyway. Yea but in rare cases i have made copius use of the "raise terrain" spell to access them if needed. last game I needed to do that to get to Tarth which spawned on the island for the conquest victory. pain in the butt but it was doable.[/quote] Which is more or less the way in which it was done in Elemental: WoM as well. A

5 Replies 10,222 Views

While I like this feature in most games that have it, I don´t think that it would be a good idea for FE. It would end with all civilizations (including the player one) which have conquered a Yithril city fielding armies of Juggernauts, supported by maybe a few units of their own nation. All in all it would decrease the diversity of units you can encounter on the battlefield.

14 Replies 9,884 Views

One thing that definitely helps with dragons and other deadly mobs is, having your own dragon in your army :D Of course you´ll first have to reseach a last tier civ tech (Dances with dragons) and have a dragons lair within your borders in order to archieve this, but your armies become next to invulnerable with a dragon in them :D

10 Replies 15,568 Views

[quote who="Gauntlet03" reply="13" id="3275864"] Maybe we could get a Ballista Unit as a crappy version of siege warfare and then late game lead into the catapult.[/quote] I could even think of a three tier upgrade path for siege weapons: Ballistae Catapults Trebuchets

19 Replies 16,497 Views

One solution I can think of would be, with having the radius that is taken into account (for possible city buildings) expand with increasing city size ... for example: Size 0 = Same procedure as now, i.e. the first ring of tiles around your city center is taken into account Size 2 = The second ring aaround the city center is taken into account Size 4 = The third ring around the city center is taken into account. This way larger ci

46 Replies 60,677 Views

I agree more or less ... I think that the amount of Unrest reduction per unit should be less than 5 % ... maybe 3 %. Also I think that unrest reduction should only apply to troops that were trained in your cities (meaning that I would exclude all troops that were gathered from outside of your cities, for example wildings or mercenaries). Why? Because I think that the latter troops are rather irregular troops, which are less disciplined and, if usedfor policing duty, might caus

8 Replies 7,087 Views