I can't express how disappointed I am in Anonymous. This is just sad. There are so many terrible things going on in the world and they decide to attack Israel? I guess the slaughtering in Syria escapes their view.
seanw3
Strategic summons have upkeep costs and take up space in an army. This is an well thought out game mechanic. The advantage of a tactical summons is having more than 9 units. It is worth the extra mana. This thread explains it pretty well: https://forums.elementalgame.com/417620
Someone PMed me about piles of money? [e digicons]:troll:[/e]
How do you handle all of this and still find time to make the AI great? You need a clone.
ZardOZ was such an awesome movie.
There is no more Beta! [e digicons]8O[/e]
There are some videos you can watch of people playing the game. It is so rare that a new person is interested in Turn Based Strategy, most of us veterans are more than willing to help. Try these links. Let me know if you want more information about anything. https://forums.elementalgame.com/416322 This will give you an idea of how to set up your nation. Try starting with Verga or Relias. <a href="https://
Goetia: Dominion Over The Planes Dominium Planis, Super Omnia A Su
What makes you think that XP amounts weren't increased overall?
Cities should be destroyed by an invading force. The trick is to balance the game so that a large city can defend itself proportional to the level of infrastructure and number of citizens. Right now a large city has so few defenders that a rather weak unit can defeat the city and raze it. If the defenders are properly balanced, killing them would be the logical proof that razing is possible. In essence, I am happy with the current razing mechanic, I just think some balance to de
I actually would love to have no information about an enemy city unless there is an espionage mechanic of some sort. Since I can be sure that won't happen for FE, I would rather have no info at all. I think being able to see everything in an enemy city is a product of still being in the early beta. We kind of need to see what is gooing on with the AI.
IMHO this would be a large commitment to changing the core game. It would just take too much time to properly implement and would only be a small gain in immersion. I think scouts are better as trained units. they need to be able to move alot. Giving a hero a ton of move points is going to make heroes too powerful. Better to have a specialized trained unit for that.
As good as you are as a CEO, the best thing to do is lock yourself in your office and only program the AI for FE. It is the only rational choice. [e digicons]:frogboy:[/e]
For a game with this many threads and objects running in a single game, the most effective deterrent to loading is loss of data. Everytime you reload you risk losing little bits of information. You might get a Sov with only one move point, a building might disappear, your gold might all be gone. Even with years spent on developing the save game function, it will never get it right 100% of the time with a game that is this complicated. This is why I would rather keep my machine runni
pslblog, How much do you know about how the game works? Your ideas might have the beginnings of a really good core mod. You could make some buildings that do different things with unrest for Empire and Kingdom. If you do make it into a mod, make sure the Empire's buildings have lots of denizens just lying around all day on their roofs in the blistering heat. So nice to see a soldier on the forums. [e digicons]:thumbsup:[/e]
We all know Jon Shafer is working on a project for Stardock. Not totally off the wall that he would be working with Ironclad.
It is intended to be a one per faction building. The Hiergamemnon has just not been updated.
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Not that your points are any less valid/interesting, but Tasunke... do you have the beta? Each soldier in a unit does in fact have his own hp. AoE currently gives damage per unit and then subtracts that number from the total health AFAIK. Your idea would actually have the same effect 90% of the time. Making AoE weaker in your way only works until someone gets 2 Fireshards. Then the other players are totally screwed because they can't kill with Fireballs. <
Another way to fix the difference in price would be to have labor decrease the cost of purchased items. So a high production town would be able to produce a sword much more quickly and thus cheaper. It might even make those 3/4 cities worth a damn. Food is currently far more valuable. This would balance it nicely.
@ calmon, The 4 guard bonus is only given to capitals. Every other city would have to provide its own defense. The point is to allow monsters to raze an undefended village, but not sack a capital and ruin the game. There should be consequences to not defending. At the same time, it is better game design to keep capitals in the game as long as possible. You don't wa
I blame NAFTA.
I know some work has been done to fix these issues. Hope fixes to these things make an appearance in .78 next week.
Thanks for all the hard work.