Time versus distance versus how long it takes to actually research/produce something is pretty hard to balance in this respect.
halmal242
I have been thinking about single tile cities for a while generally the only reason people wanted to be able to manually place improvements was to expand/close off borders or reach resources. I think this could be simplified if lumber mills could be built as an improvements distant from cities then they would be generally be built by water sources which is more realistic.
This makes it that the way done by the immersion mod for time/distance travel is right on or very close. My only wonder now is whether the terrains have the appropriate modifier to travel times. Plains being 1; woods, hills, and swamps being 1/2; and finally rivers killing all movement remaining. Shouldn't it be more like; plains 1, woods 2, hills 3, swamps 4, river 5? With roads changing it to .75 for any applied terrain instead of .5.
So as the earth has a circumference of about 25000 miles, and assuming the world of Elemental is about the same size for a normal world, you should be able to cross the entire map in about 13-16 seasons give or take due to terrain or roads. This seems a little low and I think I see the reasoning behind the immersion mods change to weeks but this might be too drastic and I would propose a change to months instead based upon these numbers.
How large are tactical squares in size of feet/meters and how large are strategic squares in miles/km? This is just something I have been curious if there is an actual answer or is it just arbitrary. Nothing game breaking here I am just curious.
One or the other would be sufficient to balance Henchmen but not both. Perma death seems to make the most sense lore wise but I am not the one writing the lore.
What the OP is referring to is that between Player turns you are attacked and then retreat and when it is once again your turn you have 0 strategic movement. I had had this happen many time before and thought it was as intended and never thought of it otherwise but now that I do it might be a bug.
The problem is that roads are upgraded for how strong the roads effect is by the number of times a caravan passes from start to finish. This is balanced by caravans surviving the trip start to finish before the road gains experience. Instead you would have to add something else for roads to gain further experience or an option to manually update roads within the construction queue.
Any opinions on this?
What should be the driving factor for non static resources that are produced per round? For instance City hubs create a static amount of resources to represent the amount of said resources a population will produce. This is someone inaccurate as others have pointed out that you can potentially have a level 5 city with next to a 0 population still producing the same numbers. What I am asking for is what should the following numbers be based upon for realities sake? &n
This is something I have been pondering for a while now. Each class needs a niche and to do that would be to have class talents be choices for active or powerful passive abilities. Stat bonuses should be moved to the general tree. Everyone can become stronger per se but only a warrior can know how to apply that to his/her specific weapon of choice. I am also seriously of the opinion that the Defender and the warrior tree should be combined and add a different class to
The damage formula is (Attack*Attack)/(Attack+Defense) for the max damage and min damage is (Max Damage)/2 so if it hits it will do potentially a hefty amount of damage. This formula is heavily weighted towards damage over defense. I would say to add melee damage resistance scaled from light resistance for leather to heavy for plate like Heavenfall did with his different armor types. This would help offset the damage for melee versus high armor units. Magi
This is a really well written critique of many of the areas of the game that need some attention. I understand that the game has been released but these are areas that could make the game even better.
I believe it was deemed too powerful and removed as once it is researched and put on large essence cities research progresses much more rapidly.
I believe I solved this mystery a little while messing around with different modifiers for experience. There is a hidden internal name that governs unit experience similar to CurHealth. These modifiers are not globally available because they are used internally within the executable. I can guess but I do not know what the exp stat name is for the internal identifier and without this name the only way to give experience per turn is through the way Heavenfall mentioned ab
Not a problem, glad I could help.
You could just make it a non stored resource instead of stored so that they can build only one at a time instead of just once per level. I foresee the same problem listed from Parrotmath otherwise. Having it as a non stored resource you could vastly reduce the amount of pioneers to only 1 per level 1 city and then only have towns supply more than one of the stored resource. Interestingly enough you could actually force the AI to only build units within a fortress using this
Thank you for explaining that better than I did there Heavenfall.
Aye so you can change the names to say a category such as magic then for each trait tree within that tree you would then have a second prereq for the specialization it is for. So you could in theory have a nature magic tree a fire magic tree or any other kind depending on how you set up the initial prereq.
Oh and to make it so that units consume food just have them use an available specialist as a production resource. [code="xml"] Resource AvailableSpecialists 1.0 [/code] That should work.
I figured out how to reimplement the specialists from E:WoM if you are interested. It turns out it was easier than I thought. This allows you to redo your calculations using the available specialists per city. Here is the code you have to change/add. [code="xml"] <ResourceType InternalName="Availa
You are completely correct Parrotmath. It is not just your first city that has fertile plains around it and you lose those when you settle and then cover them with city spots.
Most likely thy will not be the same if it was your original city as around your immediate starting area the land is set to have fertile plains so there is a higher chance you will have an essence available to you. However once you create a city and settle spots those are converted to city tiles. Once you manually, or an AI NPC, razes a city city tiles become plains and will only produce food.
The only way to fix this is to use make a city that overlaps that area then manually raze the new city. For some reason when a monster razes a city it stays as a city tile versus a plain but when you manually raze a city it reverts to plains.
This is similar to the problem I found with attempting to re-add the encumbrance bar within the unitdetails.wnd file within the screen folder. As far as I can tell it is only modifiable to add additional choices beyond 5 is to modify the file through DesktopX. You can modify the name of the different paths in the meantime unless you are trying to add a new one you are stuck for now until someone learns DesktopX, or someone who already knows it can lend a hand. I am going to