the magic equipment only costs crystals on your troops, for the sovereign it is only gold :) also just conquer a neutral town (this can be done very early) and you have a crystal mine
tesb
@master blaster you can get very good armor and weapons much faster by researching magic armor/weapons i used to research warfare as well, but if you only want to get good stuff on your sovereign really quick magic is the way to go, much less techs required. edit: i also choose organized and tracker over the equipment you can just buy a weapon on turn 2 :) in every game i played i also got a mace or some other good weapons early due to my speed that allo
yes in the late game this is possible but it also depends on map size and luck with goldmines, while killing some monsters or ai opponents is always an option. i my experience getting gold is much quicker with killing stuff then building up an empire. in the midgame there will spawn spider mobs with combat rating ~50 that is 50 free gold and a bit later there are lots of bandits which give 100 gold +. if you have teleport you can farm them giving you easily 300 gold/turn.
good post, i disagree however on the diplomacy tech trough you can get really good troops with it much more early then with any military tech. i really wish they would put in skill trees for champions, this would make them interesting and scaleable. the city bonuses are only worthwhile for gildar i agree and that leads to you only leveling cities with gold mines: i made a strategy thread here: https://forums.elementalgame.com/392788 &
Hi, i just wanted to know how people play and what are their strategies. Here are mine: 1) Make a melee Sovereign this is important because you will need be able to kill monsters early on without much pause. If you make a caster you will have mana regeneration issues. 2) settle near the fertile land, if there is not a single gold mine near you might want to restart the game. in the first or second turn your s
you can just demolish the basic housing (and get the food back) and replace them with your houses, viola the perfect city :)
a good post especially 1-5 :) i hope brad does not drown in the sea of hate and instead is working on fixing this tuff
spells being powerfull? really? do we play the same game? they are good in the early game but that is it. the damage they do later on is much too random to make a spell caster even comparable to a regular melee guy.
i wholeheartedly agree, there is quite a bit of stuff that screams for improvement the magic system is good in the early game but late game the spells don't do enough damage (yes even when my sovereign with max int and 3 air shards is casting air spells you will not have nearly the same effect like in the early game) in one game i equipped my melee sovereign with thousands of gold worth of items, he could not die he had about 100hp ~150 attack and defense.
every unit with mana is capable of casting all known spells, for example my dragon can cast chain lighting :) spell in general in a major overhaul sometime my fire spells deal 90+ damage and the next turn the same spell deals 3 damage or misses
well i would not advocate a direct translation of the nvn system, but an adapted version of course. it has not to be radial, but the main point is that you can access the spells by simply right clicking on a tile while having a spellcaster selected is much faster then to open up a spell book choose a spell and then target the spell where you want to cast it. the main advantages in comparison to a generic spellbook like HoMM3 or Kings Bounty are: 1) open
there is good alternative for an spellcaster ui: neverwinter nights: [img]http://rpgvaultarchive.ign.com/features/media/nwnevent/setF3.jpg[/img] right click on a tile -> choose spell -> done of course it should be a bit improved in comparison to nwn -the first circle is spellsbooks (i.e. water, earth etc.) the second circle is the actual spells of that spellbook -only spells that make sens
@froboy you often said the magic system needed a lot of love any new on this front? (since i concur with this notion) edit: a suggestion i can't immediately see what the city is producing/what the population stand of the city is nor how long it will take to finish the building/units/gorwth to its next level. i hope you will add this so the interface will be more akin to civ4. i personally can't stand the ui at the bottom of the screen and think it could be remov
clothmap all the way :) tactical battles need something akin to this too :)
[quote]The magic system. This deserves its own post so I won’t go into it. Elegance in a design document can be just work in a game.[/quote] i am happy to hear that :) (because i always wondered how people can find the current system fun in any way) i hope you can improve it considerably. what you may want to adopt for strategic spells is the age of wonders system .i.e you can use them from anywhere inside your realm. this alone would reduce a lot of
it also means that the ui, since gildar are a global resource, gets cluttered quicker. you have to imagine that the gildar you have are also multiplied by 10.
there is a button in menu where you also choose to visit the item shop. it may be possible that you need warfare tech to raze a city though.
maybe make champions recruit able in inns, when the the adventure techs are unlocked. this way they are still important and you don't have to magically make them disappear once a quest is completed. (also they should give you new quests after a while). combining this with fewer inns should make them more important :)
[quote]And you can go back to playing Heroes 3. ) But, before you go....CAN I HAVE YOUR STUFF?!![/quote] great discussion. heroes3 was far from perfect too, i just mentioned things it did right and there is no reason why elemental should steal the most boring aspect of the civilizations genre. also i will probably mod this game to my wishes, although this may depends were sephi goes civ5 or elemental or perhaps he stays with civ4 i don't know yet.
@Juvantei i agree with you :) the pacing is too slow and the end turn button is nearly pointless. in each turn the player should make important decisions. i liked the pacing in heroes 3 the most, buildings were build instantly once got the recourses (as were troops), the armies had a decent movement heroes had big impacts on battle as did they have skills ... (if only we could have build cities, recourse camps etc.) i really hoped this game would
wow nice find, isn't spanish the most spoken language around the world? well wiki says it is only on second place after mandarin: http://en.wikipedia.org/wiki/List_of_languages_by_number_of_native_speakers this really should be changed
i personally don't like the spawning of quest locations at all, they should already be on the map and you just unlock them via research. also they should not get removed when the quest is completed instead they should offer a new quest after a while.
[quote]am i missing a resource?[/quote] yes make sure to research harvesting and go to a stork resource and harvest it. without it you will get next to no children, which should be obvious.
too late, there is already a thread: https://forums.sinsofasolarempire.com/388410
my guess is that they implemented them in a hurry and forgot to add animations, effects, polishing etc. most the beta stuff feels like it is thrown in with really no time left testing the stuff :)