i would wait for the expansion pack to be honset.
tesb
magic is still extremely weak compared to combat. i made a custom sovereign with mostly combat traits bought him a spear in the beginning and only build food + houses + technology buildings went for warfare bought him the best equipment conquered the whole map without any trouble. -magic seems to do less damage then is shown in combat, i.e. i cast a fireball and it shows a -7 over the head of the enemy but he looses only 4 hit points -research is a bit strange now it seems you
here are some issues that get me the most and need some serious rethinking: 1) "awesome" talents that give you +1 gold per turn. imho talents should be really game deciding and a talent or skill tree for heroes and the sovereign would also be appreciated. just take a look at heroes III, IV or V or any RPG / ARGP for good talents/skills. 2) the races are not nearly distinct enough, the racial traits needs to be much more diverse and have a higher impact on the ga
thank you
can you post some screenshots please?
try wildmana, of all the big modmods it adds the least ammount of content, although it has quite a bit too. the main focus is gameplay and ai. we currently work on version 9.0 (you can get the beta here: http://www.epicdestiny.site90.com/phpBB3/viewforum.php?f=6) which has a totally revamped magic system, much more akin to MoM or AoW2:SM i.e. you have a second research tree for spells, global enchantments, terraform rituals, summoning rituals, spells cost mana, combat auras and so on. if you
i have win 64 as well and had now problems, did you use the latest drivers? (i only tried the demo so far so there might be more bugs in the full game)
civ5 is actually a game, whereas elemental still feels like a construction side. i have to agree with lord ebonstone i will probable no touch elemental for quite some months: lack of polish, lack of content, lack of fun game design. (i don't even mind the occasional crashes) civ5 is really great i can't wait to mod it, but i am tied to wildmana right now which is fun as well to mod.
[quote]s. There were plenty of vocal beta testers that said that it would be near suicidal to launch the game in the current state. They were right. The trick is to really objectively eva[/quote] this. there were even users banned for their warnings. http://forums.civfanatics.com/showpost.php?p=9555703&postcount=67
what the police does not see, has not happened. there are also warhammer mods for civ 4 and there were no issues.
[quote who="Civfreak" reply="2" id="2752706"]Quoting theprofitclub, reply 1After thinking about it for a few hours, I feel that having max. 4 skills/talents would be sufficient in having a unique champion. Too many will spoilt the game. IRL most people have 2-10 talents...I think ..maybe more I turn level 28 soon, I'm still undecided what skill I should choose! *wink*[/quote] omg how many monsters have you slain? that is endgame man!
[quote]Probably forever. They're still updating Galciv2 and that's five years old.[/quote] the last patch is quite old and the supposed coming additions are nothing but a promise (still!).
@charon while many complaints are ill worded they have a basis and should be heard. personally i agree with the op although i don't think brad owes us anything. i just wish they keep up with their work so the game comes to level of sophistication that many of us expected in the first place.
bah my 4000+ combat rating sovereign begs to differ :D seriously though once they fixed the stupid ring and amulet stacking champions and sovereign needs to scale better, my favorite would be skill trees.
you need to have the city very close to those locations. if those improvements spawn too far away (i think more then 5 tiles) you need to build a new city next to them.
you can also buy pork and healing potion at the shop :)
you are wrong with your assessment at least to frogboy: https://forums.elementalgame.com/392412/page/1/#2730740 it already works as you describe
[quote who="rossanderson48" reply="18" id="2735324"]Quoting tesb, reply 5no the ai does go on the offensive sometimes. what is really overpowered too and needs to go are multiple rings/amulets i conquered the qhole map i a couple of turns with my sovereign at 4000+ combat rating If you're going to cheat then you have no reason to complain about the ai.[/quote] i did not cheat at all, i just put
arcane research = ancient temples
just to one thing researching adventuring has a chance to spawn additional gold mines/ farms etc. i found out that adventuring is much better for the economy then the generic civilization techs.
kingdoms start with the spell, empires have to go to lvl 3 spell research also it has a different name for empires but same functionality.
no the ai does go on the offensive sometimes. what is really overpowered too and needs to go are multiple rings/amulets i conquered the qhole map i a couple of turns with my sovereign at 4000+ combat rating :) i rather like the organized talent, imho it should stay. teleport should only work on the cast, i agree. though there should be more kinds of teleport spells later that allow to take your army with you and even teleport outside you territory
look here for a quick guide on how i do things: https://forums.elementalgame.com/392788
yes but the demon spell affects every unit on every tile, never misses always deals ten damage.
you can get demons be researching the 'the other side tech' (diplomacy) they are the equivalent of dragons i don't think they are overpowered, late game armies have much more hp so the spell have much less of an impact.