you can get female soldiers as well (i.e. larger recruiting-pool-size) in earlier threads frogboy stated that you will have a bit lower population growth in return
tesb
@wintersong we have three research categories turned off, so there are a lot of buildings that are blocked.
@admiraldan you can get ore by choosing a leader with the naturalist trait, or stealing a min from a leader with such a trait @frogboy the town building feels much better now, just a suggestion: make the actual population cost food and not the houses / estates /villas etc. maybe you can even tweak which population uses how much food, i.e. slum population uses less food then houses and the most food is consumed by inhabitant
@bilskis the same can be said about farms @Frogboy don't forget gates in the walls, as of now it looks a bit silly when the road passes through walls otherwise thanks for your quick reply :)
are you going to fix the inorganic look problem in the future? i mean: 1) the regular ground cover between buildings 2) adjectancy 3) merging of buildings etc. otherwise it looks good, release the new beta already :)
i agree on your post, but your choice of colors is making a mockery of it.
afaik the recruitment prices for other npc starts to rise if you start killing them. that is least what i encountered, after killing some adventurers the merchants, inventors and farmers did cost a lot more to recruit.
...uh, absolutely nothing Yokes besides, i don't like the current prestige system, since as of now it only increases the rate of your city growth. The problem with that is, that once your city have grown to size 5 the prestige buildings serve no purpose anymore. To make it worthwhile even then i have some suggestions: 1) have a maximum population cap per map that will be drained as cities growth once this pool is empty all cities m
please get rid of the refined X technologies they are mindless filler technologies that on top being generic are overpowered as well especially housing and farming
they also pass through the sides of mountains, walls and sometimes ground if it is not flat enough edit: most of those issues can only be seen if you zoom in close
from my thread: https://forums.elementalgame.com/384080 [quote] a couple of suggestions to achieve this: -randomly rotate buildings -buildings of the same type should merge when placed next to each other (specially huts and farms) -place road/dirt between different buildingtypes to imitate roads -walls/hedges should stay even if you construct more buildings or delete old ones (however if you build a new fortress the whole curren
@feats/ perks at leveling up: i strongly agree on that note, if you want interesting feats look at dnd, fallout or medieval II total war (including mods). you should have both though, increasing stats every level and choosing a feat every x levels.
the fortresses (stone walls) should be an upgrade to the forts (hedge walls) instead of an other building
yes they stated that currently they would pay too much for the license to make 64 bit version
it would also be helpful if we could merge smaller sized unit formations into biger ones, once the tech is researched, for example i have 4 squads of swordsmen (i.e. 4 * 2 = 10) and have companies researched i should be able to form a compan with them.
lairs should work like in fall from heaven i.e. they should spawn monsters until cleared and should also be protected by powerful guardians. take the bandit camp for example: 1) should have a small bandit party with a bandit lord as their leader protecting it 2) should constantly spawn more bandits that roam the countryside
more stuff: 3) roads that are at the edge of a mountain tend to go through the earth, looks like a clipping issue 4) some armors, weapons and shields have clipping issues with the cloak 5) buildings on the edge of a mountain look a bit strange, maybe we should not be able to build there
i agree the champions should not run around the map, or at least only bad ones. good champions should have a terrain feature associated with them and a quest, for example if you want a good inventor champion you must seek out his hut and do a quest and only then you can recruit him. similar things should be done for other types of champions. also the availability of those quests should be linked to your fame level (or is it called prestige i don't
1) some trees have a slightly transparent texture, that is apparent when you have a tree in front of a wall 2) the spears and swords that are in the wooden barrel in the merchant building (and i also think the smith and some other buildings as well) could use a better alpha texture since it does not block the edges of the weapons correctly.
wow great work :)
there are a bunch of buildings that act that way, i think they hold on to the art assets to 1) torture us 2) make us focus on the gameplay
did you enable view preview builds in impulse ?
[quote]Many have proposed a tech tree but I don't want to know what's coming far in the future. Part of the fun is discovering all the techs, having them all laid out takes away from that. I would rather just have the research description tell me what it opens in the immediate future (i.e. iron daggers has a section that says "Leads to iron shortswords").[/quote] you can have both: a generic tech tree (different for every faction) and whenever you research a tech ther
As of now cities look to much planned. I would like to see them much more natural akin to medieval european cities. a couple of suggestions to achieve this: -randomly rotate buildings -buildings of the same type should merge when placed next to each other (specially huts and farms) -place road/dirt between different buildingtypes to imitate roads -walls/hedges should stay even if you construct more buildings or delete old ones (however if
i also would like to quickly delete things from the empire tree. if i have a couple of champions in my cities that i never going to use (just for their passive bonuses) then i want to make them disappear from the empire tree