One area in general that seems lite in terms of purpose is the water on maps. Seems like each tree could expand to use water more. Trade ships which act like caravans to support the diplomacy tree. What about sea creatures for our adventurers to beat up??! Warfare: - More techs which benefit armies in tactical battle. Things like spear formation which increases attack verse calvary or coordinated use of shields which increase defense verse arrows, etc... <p
SteelFin
Go for it. That look will go over great in jail.
This is a great idea considering all the things the government does well when their hands are in it [e digicons]:rolleyes:[/e] . They should be focusing their energy and using our money to combat bigger issues.
For the past few releases, the change log has been posted in the dev section about 30-45 minutes before it shows up on impulse or so it seems. Nothing in the dev section though so I'm guessing it is going to be a while.
There are still building limits per city though no? So the fact that your influence can reach that far out resource doesn't mean you can build it if you don't have the build slots.
[quote who="_PawelS_" reply="57" id="2679081"] What's so boring in turn-based combat? It's just you making decisions. If the battle is too easy, you can resolve it automatically. If it's balanced, every decision matters, so it's not boring. In some cases watching the battle and then pausing and giving orders can take more time than turn-based. Also in pausable realtime the combat effectiveness relies on the player's reflexes (when deciding the right moment to pause), which is
[quote who="Bellack" reply="41" id="2678770"] God I hope not. I would really hate to see any RTS elements in the game. With two exception I hate click-fest which most RTS games turn out to be. Exception being: the Homeworld series and the Total War series. [/quote] I wouldn't want a click-fest either but turn based combat seems like a bore-fest to me. There are happy mediums. No turns but allow players to pause and give orders for
I am not a huge fan of turn based combat but I am drawn to the game so far even without tactical battles in. I do wonder if the idea of a slow paced real time concept is still being considered as I thought it was once for combat. I am thinking of something similar to star wars empire at war on the galaxy map where the game doesn't wait for an end turn but moves at a pace such that the user can make decisions and give orders.
I was only able to build them after choosing the food production specialization for a city when it leveled. There might be some research needed as well. I am really liking the new build but I still find lots of stuff confusing.
What are the chances beta 3 is coming today?
[quote who="Frogboy" reply="194" id="2667791"] http://ve3d.ign.com/images/68233/PC/Elemental-War-of-Magic/Screenshots/June-4th-Screenshot That screenshot is still valid. Though obviously late game.[/quote] Is that one army verse the dragon? It is hard to tell one side from the other in that picture if there are in fact two armies battling it out.
Spells I feel like spells should evolve through experience and the mastery of the spell book they belong to. If I want to say learn how to cast a column of fire, I would need to know a) how to produce fire b) how to move it under controlled circumstances and c) how to manipulate its form. If I can do all that I should be able to cast a simple firebolt and not have to learn it separately. Maybe that is an alternative way to categorize them in the spell book screen. Dedica
* Interesting choices - I definately think separating reviving the land with building a town is a good way to go about it. Sure, you can plop down a city on that forsaken land but you can't expect to build a garden on it or for it to grow in size. Keep the cost of reviving the land with essence low. You could also keep max essence tied to leveling up but allow players to regain lost essence through other means. What if you regained lost essence when you: - Defeat
What about decreasing the effectiveness of all spells, the more you have active at once. Depending on what spells we have to choose from in this game, you could either have a lower or higher penatly if the sustained spells were from the same spell book than if they were from a different one. You would not be limiting the player, just making them consider their choice more carefully. This could however become a balancing nightmare and depending on how spell stats are displa
Couple things regarding the current research screen. 1) One thing that is taking getting used to is not knowing the full path. I don't necessary need it all mapped out and I like the randomness of rare techs but what is missing in my opinion are hints for obtaining techs. So the first time playing beta 2, I came across a hive and plopped my city down. I knew I wanted to use that hive and there was a building needed to use it, but how do I unlock it? Of cours
Maybe group the building icons together in the list in such a way to indicate they are improvements, then always show them (if researched) but use a new third icon (apart from greyed out and available) to suggest the base building has to be built.
[quote who="kryo" reply="2" id="2661909"]Not today.[/quote] We just got hit with the Spell of Crushing Hope :P Enjoy that first taste of elemental magic now did ya?
[quote who="vieuxchat" reply="123" id="2658268"] They will just try to balance the fact that, yes, we will be able to win the game with only those few research paths. Someone should have a way to win with just heroes and no cities (or just one to be teleported if defeated). Moreover they already said that with magic you can transform your peons in powerfull warriors.So they want to test that and they disable warfare and civics, so we try that strategy. &
[quote who="pad152" reply="119" id="2658109"] Quoting OMG_BlackHatHedgehog, reply 107it's to force us to expierence the other parts and focus on their indivisual performance rather than synergy and overpowered combinations. That said, I'm not very happy about it unless the Magic side has a way for us to make armies... i believe combat will degrade to pretty much just Champion v Champion with a group of Peasants. Seems to me it just nerfs testing,
[quote who="Beric01" reply="74" id="2657162"] Quoting Hellknight imp, reply 70 Gardens give 2 food. Researching the tech makes gardens give 3 food. So its not useless But the tech doesn't SAY that.[/quote] Same issue with the economics tech. I think the description says it unlocks markets but I am pretty sure I could build them before researching the tech. on a side note, can we build mounted soliders? I thou
I was hoping to see a few spells in action. I've already seen the fire shard in game :P
Food has such a major impact on all improvements right now. You can't really specialize in anything without some concentration on food because most if not all improvements require higher level cities to even build them. So little city growth = little boost in output of any one resource unless you spam cities and concentrate many on one resource or you find another food source other than gardens. In this beta build, it seems like gardens are almost a way of encouraging specialization b
[quote who="Denryu" reply="80" id="2653108"]Once there are other things to do with essence other than start cities, that will be a big deterrent to city spam. Yes, City spam is sitll an option, but your essence tank will be dry later in the game. I think that provides an interesting strategic choice - Go with a large but largely mundane army (possible because of large number of cities) or will you conserve your essence, have less cities and therefore fewer armies, but be able to have a strong
I seem to be stuck on turn 962. Clicking the button to continue to the next turn does nothing. Unfortunately because of the length of this particular game, I don't have any more details as to what is the cause. What is different from this game then others is that I have unlocked all research for both the Civ and Military trees except for the additional improve education / housing and the two military improvements that seem to continue on indefinately (movement & training i think?).&
Same thing happened to me with Squads, Company, and Party. The text changed under the train menu when it happened. Instead of saying squad - 6 or company - 10, it would just say squad or company. It might have been related to a research unlock but it seems pretty common. It has occurred in every game where I concentrate heavily on Military research but I can't say for certain that is the cause.