Ingame it won't load your buildings or at the cartographer table? I haven't bothered to try to apply my tiles yet, because there is too much that will will be added in the next couple of weeks. I would leave them unattached to the game and in the tiles directory until things are a bit more finalized. There is so much wrong with the xml data right now.
seanw3
May I suggest that you load the cartographer's table, place your apiary, then take your screenshots? It gives us a better view of your finished product.
Well that is the plan. Right now the game would just be harder to balance and complete if they added more techs and weapons. The future will likely bring such offerings.
I am on a horse. The best you can do is scratch at my ankles. I was just trying to make a point though about warding off unnecessary realism that sometimes finds its way into the wrong game mechanics.
I think you are wrong Heavenfall. It doesn't matter what kind or how many items you use, because it will only be visible when you zoom way close and even then, it is only displaying a small portion of your town. This is some I would like to test in the future though.
Any progress? Please let us know how things are working out!
We are kindred in this. I just wish there was an option for adding a dusting of snow to the castle walls. Please post more pics as you finish stuff and remember, we will be able to share the tiles without any modding in about two months. That should be enough time to finish. [e digicons]:banhammer:[/e]
Good idea. I think you are really on to something with the round table. We should think about how this could possibly implemented as a sort of addition to the current dynasty system, in addition to what you suggested. I would personally love to have an interface in the my kingdom section where I could promote/demote heores to my table of knighthood. This would be an excellent tech to unlock in the adventure tree. Each knight at your table could get bonuses and special abiilites. Having this t
As a Collectivist (wiki it if need be) the knight could never stand alone against 1000 peasants as long as 999 of us are willing to give up our lives for the common good. It is an illogical statement to say that the attack/defence would ever be a factor, however. The only thing that should allow a better equipped soldier to lose is pure exhaustion from being attacked by 1000 peasants. Eventually his muscles would give out and he would just faint. No matter how many times you try it, a c
A really good strat is to get the briliance spell first thing and zap three cities within the first 20 turns. Then get all areas of study up to level three and start teching your military so that you can get money from the earlier level creatures. Use that money to build more soldiers and continue to tech warfare until you can get blunt weapons and parties of four at training level 2. By that point you are unstoppable and you can just start a new game. If you continue, I like to go after all
Here are some suggestions for increasing the level of immersion that people do not seem to be getting from what is in so far. I would pay special attention to the part about adding new art into the game, but I understand that you guys may not have time until much later to add these things. https://forums.elementalgame.com/394780 What is Stardock's policy for creating a place for users to help fill out the descriptions
Elemental to me feels like an old storybook I had as a child. Monsters live in the forests, a great mystery calls from the past and a hero rises to reclaim the lost world, fighting demon and sorcerer to bring it back to its former glory. The art style plays into this well as the units look drawn and perhaps painted in some aspects. The buildings have a painted and almost three dimensional paper look as I look closer. When I marry my queen I even get a fan
Actually I just want to have them upgrade to my designs after a city reaches level 4 and then 5.
Then add your own techs.
Great job. Keep up the good work!
I don't think anyone likes the current system. On the other hand I don't think the devs are going to change this. I have seen frogs post about this a few times and it seems that he is gunhoe about the 0-N system, though I really really don't see why. I would hope that after enough complaints and counter-arguments they will at least make it easily moddable, but there are some things a designer will not change no matter how much his patrons dislike it. Goog luck though!
We will have to wait some time before I can even mod the necessary files to make these automatic upgrades. The idea is that your city gets bigger as it levels. Unfortuneately, I fear they are changing too many things for me to attach any buildings to the current ones. I will send more pics as I finish them.
Been working on a better barracks. The courtyard with the soldiers is the barracks. http://screencast.com/t/MzkzZGUwMm http://screencast.com/t/Mzk4Yzhm
The strange thing is that GalCiv2 used the same system being suggested here. Why would they change it to uberpwn system when the old system was tried and true. As I recall, first strike was also available in that game.
Great tutorial. I find myself thinking of magical counter spells against the much feared ogre, the one with 300 strength that can use that stat to fire off a boulder at your Sov. I am thinking a strength zapping spell would me a smart counter. This helps.
Don't forget to add the SoaSE pirates (or mercenary system here) so that we can recruit/enlist neutral entities.
I wish I would have reaad this before yesterday. Spent the whole day making sunshines for my cities.
I like The Brotherhood of Nod the best.
Next time I will srike him down before he gets the chance. [e digicons]:ninja:[/e]
So then retire them...