OliverFA_306

OliverFA_306

Joined Member # 3163627
21 Posts 411 Replies 10,060 Reputation

I see your point. Every time you reach the food limit (or growth gets slower) you queue a Pioneer and your population count gets down. I can think about two possible solutions. Either the pop cost is paid at the end of the production (instead of paying it at the begining) or total food is reduced during pioneer production.

6 Replies 8,547 Views

Count me too as one more of the legion saying that this beta is AWESOME. Sometimes it's easy to forget it's a beta and think it's a finished product! Congratulations Stardock! [e digicons]:thumbsup:[/e]

29 Replies 156,607 Views

I think you can see the effects only during combat, in a spell that gets automatically casted and it's called "Noble legacy"

4 Replies 4,961 Views

[quote who="emmagine" reply="3" id="3332873"] Part of the problem is the cap on yield total. A tile can only have a total of 9 resources. So you might find a 4/3/2, or a 3/3/3, or a 2/4/3, etc. essence seems to be the first to sacrifice. Gone are the days of clearing a stamp to find that one glorious city location with 4/5/3. Join me in asking them to put this cap in the XML so it can be modded![/quote] And where is that request so we can join? ;)

8 Replies 15,798 Views

I think the HoMM solution would work here. Instead of allowing all available traits to be choosen, force to choose among 3 or 4 randomly selected of the "choosable" ones. So if for example there are 8 traits your hero qualifies to choose, you will be limited to choose among 4 of them. That's a compromise between absolute random and boring unrandomness, allows you some degree of control but at the same time brings the fun of not fully knowing what traits you will be offe

15 Replies 66,372 Views

I agree[quote who="Lord Reliant" reply="4" id="3332859"] More annoyingly... my second city's borders grew and grew, until eventually it hit upon a monster encampment about 4 squares from the starting spot (didn't even know it was there when I founded the city). This is an old UI-related issue I've had with WoM and FE. You can't tell when your borders will expand. At least if there was a visual indicator somewhere that told you when they might go up, you

8 Replies 14,827 Views

It seems odd to gain combat abilities from governing a city, but isn't it weird to gain city governing abilities from being in the battlefield? If we accept the second case we should accept the first case too.

9 Replies 45,778 Views

Have you checked if there are spells with similar effects that you can look for inspiration?

7 Replies 4,506 Views

If that was the case, it would explain some "ghost" bugs.

6 Replies 4,114 Views

[quote who="Heavenfall" reply="1" id="3332318"] The ONLY exception to using one operator is when you use * or / and want to inverse the second value with a - ie Calc1 = 6 * -3[/quote] Has the - to be on the second operator? Can't it be [code="xml"]Calc1 = -6 * 3[/code] ?

6 Replies 4,114 Views

Things that would probably make sense as DLC: - Monsters pack - NPCs / Heroes pack - Items pack (Including the combo artifacts mentioned) - Quests pack - Random events pack - Complex scenarios (in the style of HoMM) - Stamps/ wildlands pack A DLC could combine two or more of those items. Things that would probably be bad received as DLC (those belong more to an expansion): - New factions - New city b

12 Replies 14,354 Views

[quote who="Illauna" reply="7" id="3330644"] oWell thought out.[/quote] thanks :-)

13 Replies 23,301 Views

I believe that both approaches are fully compatible. Imagine that you get that new spell (or decide it's moment for a change of strategy) and from that moment you want to start using a spell. What would you do with the current system? Go pick the "new" spell and set it as favourite. With the dynamic system you could so the same and force that spell to become favourite. As you would continue using that spell, the dynamic system would keep the spell as a favourite. And if you don't use

13 Replies 23,301 Views

To make it even better, quick slots should be dynamic. Instead of having to configure it, it would automatically feature the spells more used. So if a player starts using a spell often it will soon automatically appear in the quick slot by itself.

13 Replies 23,301 Views

Hello, this suggestion was originated in the thread https://forums.elementalgame.com/440710 (Resource Carryover). That's the suggestion: Currently, when a city produces more than what is needed to finish the current building/unit, the rest is wasted. That produces waste or, if a player wants to avoid it, unwanted micromangement. So the proposal is to change that behaviour, according to city type_ - If the cit

1 Replies 5,656 Views