After I get that I will incorporate it with feedback from this forum and my own experience to build a post 1.1 design doc and implementation plan. So long as there aren't any Pyre Zombies. :P
alkuth
Colonization is the exact system I thought of when I saw this discussion. Fits almost seamlessly to be honest. You construct a building that is capable of making a product. You have to staff it with population (including sometimes a specialist). The more population you put into it, the more of that item you could make. As you climbed the tech tree, you could put more people into that production line and the odds of creating a master specialist went up. You
When will the sovereign start gaining hp per level? wasting points on constitution is a disgrace, he should be able to gain HP when he levels up so do heroes' normal units are stronger than my sovereign during the endgame I'm not going to call it a disgrace, but I agree. Heroes should gain HP per level. Getting my heroes to a point where they are able to survive in combat would be great. Will be we able to attach heroes to some of our mor
Numbers 3, 4, and 5 all seem part of a greater whole to me. I was really frustrated with population because I found it very difficult to effectively use my population past a certain point. Training up a bunch of powerful troops was difficult because of how costly they were in materials and gold. So I ended up with just huge amounts of population sitting there and my cities didn't seem any more effective with large populations. Isn't going to this new system where you h
This preview really takes me by surprise. I like it though because I think it demonstrates one of the core ideas of the game; multiple valid ways to win. I look forward to giving it a whirl.
Well, its not like in olden times it was uncommon for the nobility to sleep around with the peasantry. Perhaps your standard soldiers accrue experiance that never actually improves their stats, but increases their odds that they have noble blood. If the entire idea behind the empire is blood lines create power, then discovering a bastard descendent of some long-ago ruler would be another way for the Empire enforce the idea of greatness through birth while also gaining experia
Some of the FFH civs do have different game mechanics. One of the dwarven civs has its happiness tied to its treasury. Another civ was limited to only 4 cities but they were super cities. There's a vampire civ I never played, but you basically fed off your city's population. That sort of thing. The take-away for me on this is actually somewhat reminiscent of Civ4's great people. Except, instead of getting one when you've developed enough points, you can b
I played an adventure once where my group of guys were basically just questing around this sleepy town that tried to make it big by building a bridge to nowhere but never finished it. We did things like take on giants (and then as proof we had killed said giants, bowled their heads into the courtyard), disrupted slave mining, dug up long lost treasure, and in general rid the countryside of evil. Problem though was, we uncovered so much loot here there and everywhere that we floode
Its been mentioned a couple of times but I'd like to see a set of quests that have a direct impact on diplomacy. I kind of see the quests system as being part of a larger espionage system. What I'm actually envisioning is something along the lines of the actions that probe teams carried out in Alpha Centauri. So I can see offering quests as the soveriegn like "foment rebellion in X Kingdom" and this leads to someone founding a death cult in that kingdom or something like tha
This one was probably doomed from the beginning. My sovereign started out in a mountain range and when I finally got out of it I started a city. When my sovereign tried to move out of the city, the game just froze. Debug.err: http://pastebin.com/f7d8059b9
I had 3 cities but could not get a road to build between two of them. Finally, on the third city, I managed to get a road to start building between two cities or moderate distance. The road had not completed yet when my system crashed. Debug.err: http://pastebin.com/m17c96d45
I've got the same issues on my system as well.
I had an issue when I tried to build a road, not when it completed. I tried on two successive turns to build the same road and eventually had to restart after a freeze.
If I pre-ordered off the website but not off impulse am I still going to be able to participate? I'm waiting for "the email" with baited breath.
Hey all, I've been lurking for a while and this is my first post, and if I'm repeating something previously said, please forgive me. But I was thinking about the trade dynamics between cities and between kingdoms and something that I think would be interesting that would help differentiate Elemental from games like Civilization is if trade routes between cities developed organically. Instead of sending a worker or an engineer or something out, if you built another city or