[quote who="CariElf" reply="1" id="2654555"]This should be fixed in the next update. However, if you play against another human player and they pick the same sovereign, you may still end up with a random sovereign.[/quote] I did not know that! :P So you cannot play as the same sovereign.... interesting. :P I wonder who gets first dibs.
SpartanFry
While conducting research the original old techs that were merged are still around. So far I have found economics (which is supposed to give you markets) and administration which is supposed to give you palaces, but they do not give you anything. :P (Which is good), but they are still there and can be researched for a blank tech. ) Whoops!
Wow this is a lot! [e digicons]8C[/e] Good job~!
[quote who="Austinvn" reply="24" id="2655738"] Quoting Star20, reply 23I am confused, is this food output of the garden the same? And if so, has the housing improved so much to balance the lack of gardens out? He also has an oasis, don't those produce food? (Never managed to claim one, no idea). Also could have other cities producing food to support his housing, we really don't know.[/quote] quite a bit of food infact! :D
Soooo are you releasing BETA 2-A now? :)
Slightly off topic: I have had many children in the game, where do they go? I have never been able to find them.
I have had the same problem! The monsters are ninjas, they assassinate champions without our knowledge!
[quote who="Archonsod" reply="4" id="2652563"]As I understand it the Sovereigns are imbued with magic power, but not necessarily proficient wizards. Hence why it costs essence to restore the land and not magic points; the sovereign is sacrificing part of their power to restore the land rather than casting an actual spell as such. [/quote] Good point! :)
[quote who="pad152" reply="8" id="2651876"] Doing the same quests over and over will get just as boring as killing the same re-spawning creatures. Maybe special buildings (Guilds) to help train or even spawn the occasional npc is needed. [/quote] There are many ways to prevent farming, such as diminishing returns. :)
[quote who="Sanati" reply="13" id="2651495"] They do not, and it does suck. Personally I think if we kill an adventurer we should be able to loot everything they had equipped or in their bag. I don't like how the equipment they come with is locked to them either.[/quote] I had an NPc drink from that Dragon Water Shrine, gain 10 hp.... I was angryyyyyyyy. (He was a merchant). I was standing right next to it, planning to get it on my next turn.
[quote who="Zamul" reply="6" id="2651329"] Quoting SpartanFry, reply 4I never came close to this. I played for quite a while I checked my savegame right now, and he goes 34,5 tiles/turn and has a 445 combat rating. 134 attack and 48 defense. It should also be noted that this was on turn nr. 3331 [/quote] This is strange, do the inns in your game offer more quests? I think I am doing something wrong, because once a quest is done, the inn doe
[quote who="NimRat" reply="7" id="2651380"]Interestingly, alt-tab (well, returning AFTER alt-tab) kills the game once the game is underway. But it works just fine from the opening menu / in the game-creation screens.[/quote] Same here
[quote who="lokideath" reply="4" id="2651554"] Quoting weez2mo, reply 2 i think your "main sov" should get a small bit of xp anytime you build, even if its just 1xp per construction, xp from quests, xp for hiring npcs. although building up an empire is awesome, i like more the feel of the sov as he/she levels personally. until then, npcs look out. +1. Perhaps we can use the sov history; for example a thief gets xp when he is looting, a mason when building...[/quote] <
[quote who="Zamul" reply="3" id="2651237"]I had a champion who could move ~30 tiles per turn and had a combat rating of ~450 thanks to always getting those books as rewards for quests. Pretty much killed everything on his own, even the bone ogres and whatnot. He also had that awsome sword (+10 attack), 'Lifesap' I believe it's called. It's really easy to become too über. I basically only had this one champion and one city, while the AI had about 10 cities, and I simply did some quests an
[quote who="Hound" reply="23" id="2651057"] Quoting Sir_Linque, reply 17 Quoting SpartanFry, reply 15 Having random encounters where a building becomes unique would be pretty badass, the oldest school +2 research points and +2 prestige... Or some cool stuff that would make a few buildings unique would add a nice touch. I love this idea. Have random events that make some buildings in the cities special. The effect doesn't have
I was thinking about hiring people and how that should give you xp (might be the bioware/mass effect fan in me), since I always have a champion in everyone of my cities that has a high charisma but never levels up (is weak). I thought it would be cool to have them level up after persuade so many people to join my side.
Win 7 64 bit, Radeon HD 5850
[quote who="kryo" reply="1" id="2651024"]The Dex book is actually giving move points, though the Str book was increasing Str/Attack Power last I tried it.[/quote] Is that what's going on? It seemed like the dex books weren't doing much... but that might explain how my sovereign can go 9 squares
Yeah I run out of memory as well, which is weird I have 4 gb on a 64 bit version... it also occurs late in the game kind of a bummer.
While playing a game of elemental vs my friend for a large portion of the game I was unable to view his side of the island because Gandolf came out of nowhere and told me I could not pass. It seems that the NPC somehow became invincible, since I could not attack him and he prevented me from going around because there is no way to. This is also coupled with the problem of while playing the multiplayer, issuing move commands becomes very painful: if you end your turn and you cli
[quote who="Xtropy" reply="5" id="2650737"]Will all cities of a given Kingdom/Empire have the same wares in their item shops? I remember there being dev journals on how the developers wanted cities to be highly differentiable and unique, it seems to me that some cities having special inventory items could aid this perception. [/quote] I like this idea, this would add more spice to Elemental and would be a very nice reward :D
[quote who="WhiteWolf1144" reply="14" id="2650666"] - The cities do seem like building spam, with too many identical buildings. An upgrade system and/or the ability to use the buildings you have in new ways as you tech level up would be nice to see. Polishing what you got rather than saying Ok I need to tear down my schools and build universities now.[/quote] Having random encounters where a building becomes unique would be pretty badass, the oldest school +2 research points and
[quote who="BoogieBac" reply="3" id="2650679"]Yup - item categories, your curerent inventory displayed at all times, showing how a peice of equipment would affect stats, different atmosphere based on city, etc, etc are all on our todo list.[/quote] :D Goooo~ star dock! Did you guys consider making a sub-tree sort of categories, for example if you click on armors (lets assume there is an armor tab in the store) lets say under this tab init
[quote quoting="post"] My second pet peeve is the over the top micromanagement. This includes the RPG stats for Sovereigns, the decimal level up increments to said stats and the tedious city building. I think a feat based sovereign build would be more than sufficient. E.g. picking feats like Combat training, Strong and Hardy to make your Sovereign a powerful warrior. Or Arcane Scholar, Fire Mastery and Powerful to make a caster who burns things down in lots of creativ
Were you guys able to research it like 3-4 times? It didn't appear to do anything and not being in the research history was fishy.