It is not. Frequently requested, so far denied.
Heavenfall
Yeah, I forgot that bows need a little extra something. I'll fix it in 2.0
I'm not sure what is causing the saves to become corrupted. I've asked the devs for help, but they're away on holidays for now.
Edit: The changelog for 7.2 is here: https://forums.elementalgame.com/400551/get;2854509 Soul of Troll Warrior for Lost Souls
Uploaded 7.2 New lost soul bonuses [quote] Race Strength : Doomriders - Glorious knights from before the Cataclysm rise again as ghosts. As a traitor-kingdom, the empire of Lost Souls may build both Warg Kennels and Horse Stables. In addition, they may build the kingdom improvenent Inn. ... Capital City Bonus : The very walls of reality weaken as the mass of ghosts reach critic
I've complained plenty of AI difficulty being lame, and I was aware. For the record.
Surely the lowest recommended specs are for cloth map only.
It was new in 1.1. In 1.09e, the AI would automatically be set to the difficulty of the world difficulty. This was introduced in 1.08 or 1.07, and now it's been reverted.
Yes, that is all entirely true. However, with this approach, you could place the goodiehuts->monsters->resources as you would normal resources. It is merely a workaround to pre-place defended world resources in the generated map.
Congratulations! I wanted to post about some progress we made in another thread, which you may or may not find interesting. It's in regards to defended world resources, which I know has been discussed earlier in this thread. We figured out a decent work-around. What we did was put a particular goodiehut on the map, and let that goodiehut have defenders. Then, once the monsters were cleared, the player could visit the adventure location and we could spawn a resou
The XML is no problem, however there are no unit animations or models. That will require a significant effort on your behalf to learn.
I don't think that's possible, at least nothing comes to mind. I would suggest you use the system already in place, ie the "design custom sovereign" editor. If I am not mistaken, you can prevent a user from having two particular spellbooks in that editor by giving them the same icon.
Gauntlet what you are describing is a game error and has nothing to do with ExpandedFactions. I don't know of a solution, however, based on faction mods I've done, I can say that there is a tag in custom factions preveting them from appearing in the "enemy faction" list. I suggest that you compare the xml in the custom faction to one found in coreraceconfigs.xml, and determine what tag is only used in the custom faction. Then you can delete that, and your custom faction should
The more caravans on a road, the faster it will upgrade. Seems logical to me. What isn't logical is a city can produce 3 caravans but is limited to sending 1 to a specific city.
I always found it rather odd that producers rarely disclose ETAs. At first I thought it was because of the customer base - the company thinks it loses a lot of goodwill if it can't live up to its "promised release date". But I guess it's more likely that schedules change so frequently that there's little point in releasing a date until it's near-certain. I would be very surprised if it arrived as early as march. 1.2 is next, and then they can start on the expansion.</p
I have my suspicions that it's one of those mods causing it, but frankly, it's such an elusive bug I can't track it down. I would love if a dev could give some feedback for the modders on this. Or tell us it's not a mod issue. Since we don't have your tools to "decompile" the savegames, it's really hard to find anything out.
Were you using any mods? Just trying to make sure it's not a mod issue. Edit: For devs, two more saves can be found here: https://forums.elementalgame.com/402298
I wish the military automation was much better. It is the least enjoyable part of the game, imho, as ships literally have a mind and life of their own. Send an armada to attack that system - expect half to turn around because they ran out of fuel, and the other half to forget to bring troops for ground invasion.
If you have one caravan going in each direction (one from each city), the road will upgrade twice as fast. It's practically a necessity to reach the last level of roads.
I'm all aboard with this change. Spellbooks should absolutely fall under arcane research, not techs. That would also increase the incentive slightly to actually produce arcane research, which would in turn increase the magic available, and the magic in the world as a result.
If the bonuses were to be relative (10% more materials, 10% more metal) that would give a sense of using the environment, without having to pursue city-spamming in every corner as you'd still rely on the world resources to build your cities. So you'd find a world resource, and then you'd consider where on the map close to that resource to build your city. If there's an iron ore mine, there's a decent chance that those mountains next to it will have a small amount in them too. Just avo
I'm talking about the part where all life on the planet was nearly wiped out, and everything else left destroyed.
In addition, this spell ignores spell immunity on targets.
I believe that is merely a code reference to the book of whatever faction you are leading.
[quote who="Nick-Danger" reply="31" id="2852790"]Increasing costs for increasing empire size (like Civ4 has -- using CivV as an example... *shudder*) is not arbitrary, plus it's realistic (this sort of realism isn't a bad thing it a fantasy strategy game, it's a good thing) and logical. Could even use this to add a civics tech as Marks1381 mentions -- similar to the tech that reduces city maintenance costs). As it is, Elemental could use a few more useful techs.[/quote] Bot