It's a good game, it's just rough around the edges right now. With more polish it will be a great game. It's one heck of a platform to work with, you can do a lot of different things with it, it's just trying to get it all to flow as one that's the tricky part.
Tiberonmagnus
I still say there should be 200-400 turns of "mourning" for your wife before you can remarry.
The developers are working to make the AI much more difficult from what I understand.
Yes, please make more. Lightening would be nice too. :D
There should be a starting trait that's called "Romantic" which gets you a spouse almost at the start of the game. It's fair because it would cost points to do it, but you guaranteed a spouse early on (which is great when your a male and there are no female champions).
I didn't put this in the mod section, because It's more of a general observation. Has anyone went into the game files to see just how customizable the game is? This thing is any mod creator's wet dream. When they first mentioned that you can customize it, I thought the entire focus would be on the map generation, faction creation, and character creation. But when you open up the program files (program files -> Stardock Games -> Elemental) I was just drooling! Usually when you mod a game
I think there should be a 200 turns of "Mourning" for your wife, which is a penalty for letting her die. Then you can remarry.
[quote who="Tasunke" reply="1" id="2729100"] ps. Being "Warlord" should also start you off with an extra leadership ability/skill, or something like that pss. All Sovereigns should get a sovereign only leadership ability that makes them a step ahead of Champions[/quote] I agree, your Sovereign should provide something like a huge morale bonus, after all your Sovereign is the King/Queen leading your forces.
I was reading people's messages, and kicking around the thought of.. What would you say if your Champions and Sovereign gave your army leadership bonuses, and that was their primary purpose in army vs army fights. Your Sovereign and his/her small group of Champions cannot beat other companies of soldiers alone, but if they group with one of your own armies it provides bonuses. Your Champions and Sovereign can still cast spells as normal though, but I think it would remove the "party o
I think you all suffer from a bad case of dracophilia. [e digicons]8C[/e]
Glad to hear it! You guys are doing a good job!
I wouldn't think it would be too hard to do a reliable random map generator. Basically, it would lay out like a giant grid, placing resources at least 6-8 units apart, after it's done that it would wrap it all with land. At least, that's how it would work in my mind.
[quote who="James009D" reply="5" id="2727411"] Quoting Spitz, reply 2Why does the Hiergamenon entry say "Janusk" at the top, but "Eldmyre" in the description? INTERESTING FACT! Did you know all advisors are named Janusk? It randomly selects someone to "play the role" of Janusk. They are usually picked from merchants but sometimes other classes. Eldmyre was probably his maiden name before he joined the Kingdom as High Councilor (AKA Advisor) to the Sovereign. Seems that al
I actually would like it if the minor races did level up a city, but they just don't build more than a single city. Therefore, the longer you let that little guy grow, the more difficult it would be later.
That's some nice bonus coverage right there. :D
It's the same thing I used to do in the civilization games, I used to quickly knock out my neighbors and take their cities for that extra starting boost. But I do think the AI needs a bit of improvement, but that's ok because from what I understand they are still working on that aspect.
[quote who="Gravedancer" reply="52" id="2725378"] I was thinking that the enemies were going to get stronger over time, not in relation to my adventuring tech. Maybe it's not, but seems that as I focused on Adventuring, the world became a more dangerous place. Almost seems counter-intuitive in that I feel compelled to focus on military before adventuring otherwise I'm doomed to die a quick and painful death. [/quote] That is what I do. It should work like t
Just check that little graph thing on the lower right hand side of your game screen, it shows (if you met them) how powerful they are in relation to you.
Good read! I just got done with a 6 hour marathon, I didn't beat it though, I had a couple crashes an hour into it each time - I started over to try new methods. I think the game has a lot of good potential, and it is a lot of fun, and I can't wait until the mod communities start hammering out content. :D
Just thought people would like to share their tips and hints concerning the game. I'm not talking about full blown strategy guides or anything here, just short and to the point helpful information, hopefully newcomers and veterans alike will find the information useful! ---------------------- When I first started the game I noticed that "creating a bunch of cities" isn't necessarily a good thing. Sure, you can claim helpful territory faster, but on the bad side
I wouldn't worry about it too much, I'm pretty darn sure due to the shear demand that it will be in there at some point. :) ps. I'm not the developer, just saying lol.
It's not up for me yet, I'm still waiting on my email confirming the charge (I pre-ordered about a month ago or so). :D
[quote quoting="post"] Update: And we do plan to make it available for pre-order users today too. [/quote] Ok! :D
[quote who="Raspyn" reply="1" id="2721424"]Is it also coming out today for pre-orders?[/quote] Guess not :(
Oh no... :( and YAY! :D