I think those values are calculated automatically based on the surrounding terrain. The problem is the editor doesn't update the display promptly (or ever, sometimes), so it's not terribly obvious. From what I've been able to determine, if you place flat land with either the kingdom or fallen environment (so it's either green grass or that purple stuff), and it's a big enough area, you get 4 wheat/2 prod. Add a forest, and the edges get 3/3 and a little further int
SpeedDaemon
Ever since 1.1, I've been having the "out of memory" errors pretty regularly after about 2.5 hours of play. The Elemental.exe process was always using about 1.6-1.7GB of RAM at this point. I was curious whether it might be running up against an artificial 2GB limit (as from the 32-bit Windows days), so I used CFF Explorer (available from www.ntcore.com) to set the "app can handle more than 2GB" flag on the .exe. Ever since I did this, I haven't seen an OOM error, and have kept the game
Does anyone else find it a little weird that when a sovereign dies, their ENTIRE kingdom vanishes from the map without a trace (save for the roads)? It's fine for multi-player, but if you're playing the AI, I think it could be handled much better. When the sovereign dies: - All units are returned to the nearest city. Then, all but one champion per city desert (preference goes to dynasty members, and deserters resume wandering the map). - Lvl 1 cities/out
Three suggestions for armor/weapon balance: 1. Armor might work better if there were two values. You'd have something like 3/30%, where the first number gets directly subtracted from the damage roll, and the remainder is reduced by the %. That way, sufficiently wimpy weapons still aren't a concern, but anything else will get SOME damage through. Since parties/squads have a combined attack value, this would mean that a group of soldiers are always a threat, even if they'