Some would grow to level 5, others would stay at level 1 or 2.
Heavenfall
Ya, I love these tidbits. Even if it's not official 1.1 propaganda.
I'd like to open up the floor for some ideas for a mini-faction mod I've been planning. The idea is to have mini-factions that function like the city-states in Civ5 - they're singular cities, there's an AI guiding their behaviour, they don't expand past their first city unless you lose cities to their armies. The purpose here is to add a bit of life to the world, and add a bit of fun to exploring. Basically I'm interested in what players would like to see as mini-factions. For
I'm sure there will be a post around 1.1. Surely? RIGHT? BRAD?!!? BRAAAAAAAAAAAD. BRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAD. BRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAD. BRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAD. Post please.
I was going for the "bad question, bad answer" routine. I should have clarified, then. There seems to be significant bonuses to building fewer towns in the 1.1 patch. Most importantly, each new town costs a ration to build, and many of the buildings that could only be built once per town can now be built several times, making it ideal to focus resources into towns with strong %-bonuses instead of building many small towns just to get one of each of the basic buildings. Essentially, if
I think there is a permanent negative diplomacy effect if you loose someone elses daughter in an "accident". Something like... "My daughter was killed under your care".
From what they've explained in posts: Yes.
[quote who="Black-Knight" reply="13" id="2820155"] Right, I forgot in this game the manual is something you read when it decides to manifests itself... It's alright they are working on things... Let's be patient! [/quote] Even when the information is in-game, you don't like it? Make up your mind. You missed it, you got called on it, move on.
I hope the AI can take advantage of this new feature. Otherwise it's just a player bonus.
3 is not "slight" and you can easily find out what the bonus is if you pay attention to in-game tooltips. Edit: 25% bonus to attack and defense in friendly environments, 25% less attack and defense in hostile environments
Eh? I think you mean that 40 hours is the point where you can reach the highest marginal return on an additional hour. It goes without saying that you'll do more work in 45 hours than you do in 40 hours, but the last 5 hours won't be as efficient as the previous hours. It is interesting for an employer, as you want your employees to do the highest possible workload for the least possible wage. But if you're trying to push a project to finish, wage shrinks in importance very fast.
If people are downloading it, I think that shows interest. I raged a couple of weeks back about how people don't seem to be interested in testing/giving feedback about mods, so I think it's more in general for Elemental that maybe noone is saying anything in a particular thread. Consider the elf mod, for example, with 600 downloads, and 3-4 people saying anything at all. I also said something back then about people expecting, and only caring for, finished mods. I think this applies tw
In the beta, it didn't have any purpose whatsoever (except graphical). Then, I think around beta 3b, they made it a requirement that resources were within the influence in order for you to build improvements on the resource. This also meant that there was a tug-of-war with influence over resources near the borders. Then, in 1.08 they added bonuses if you were fighting in "friendly" environments inside the influence zones (kingdom players got bonuses in kingdom environment, empire in empire en
Edit: post below. =)
[e digicons]:thumbsup:[/e] Edit: Why did you remove the first post? Gazz_ was just having a laugh at someone elses expense, no need to run for the hills.
Explosive internals: the target gains morale, but cannot move in the next turn.
I think there's a lot that can be done with existing research by having them unlocked by the sovereign. For example, one sovereign maybe unlocks the Raze ability so you don't have to research it. Another one you can build shards from the start with. Maybe one sovereign is very good at some profession (like green thumb), and in 1.1 buildings of that sort cost less population to maintain. There's also a lot that can be done in tactical combat, like forcing an enemy to flee the c
What about all the work all the artists and the people at their labels put in? Does that not count as "value in action"? What are you trading with them, when you are trampling on their rights?
Kalin, that is entirely reasonable, and I will put that in the next release. Unfortunately, that won't be until after 1.1, since Cari_Elf confirmed that the AI will not use custom mounts, it will always choose the "first one in the list" only. That means I'll be waiting for 1.1 before improving this mod again.
While I was doing the expandedmounts mod I came across a very specific problem. The mod, in its non-public stage, added 5 world resources that you could build improvements on. These mimicked the functions of stables for horses and/or wargs, but added new types of resources used for new types of mounts. No matter what I did, the AI would never ever use the mounts. So I sent a whisper to Cari_Elf and asked how the AI selects mounts,
I've done the entire set-up for the mounts, given them stats, abilities, designed tiles for resources and so on. But I can't make the AI use the mounts, which makes it all pointless. I'll try to make it work, otherwise I'll just give up and leave it like it is.
Memory crashes has to go, I don't care what the reason is. A game crashing is a failure that the developers are responsible for. I respect that it is a complex issue. I am also aware that other games function without these problems. Elemental should do the same.
In Sweden, for criminal acts, we use day-fines extensively. However, it is important to keep in mind that in this woman's case, is not only a criminal act, but she has also violated someone's rights and they are seeking to be reimbursed for that. This amount cannot possibly be based on the woman's income, as the company is the one losing out when the material is shared with others (for example - an unemployed person destroys a building worth
I like both the change in population management and mana becoming global. They are good changes to game mechanics that will make the game more fun to play.
Here's a conversation I had with CariElf regarding how resources are randomly placed at the start of a map. The highlights: The generator counts the number of land tiles and divides by 200, this is the number of total resources that will spawn The generator randomly chooses an empty tile which is not a hill (presumably not mountain or water/cliff either) The generator then draws from a list of resourcetypes that have that particular terrain as "prefe