Yes. This is the background text I've been fiddling with, by the way. [quote]The elves were once a weak race. They lived in the forests of the world, trusting in nature to provide both protection and comfort. But when the Cataclysm happened, the forests of the world died. Robbed of their living places, the elves turned to the channelers who possessed the power to bring life to the world again. The elves set about to rebuild their civilizations of old, where mighty cities, magi
Heavenfall
oddrheia, the wall you construct around the city has no impact whatsoever in the cityhub.
Imho it's because monsters can only spawn in forests, and outside your zone of influence. Your trade caravans are simply the most likely to be at a position close to a forest outside your zone of influence. But it's also, of course, that weak monsters don't attack strong groups. They even send you messages saying you're too strong for them, if you know what to look for.
There are multiple tile designs for each city level (level 1 has 6 in total), however, I don't think that's something we want. Basically, it would be nice to have 1 which we will use for population 0-9, then one for 10-24, then one for city level 2, level 3, level 4, level 5 More than that I don't think the user will care about, or even notice. The tile you are making has no link to the walls. However, my idea was to use walls for level 3-4-5 that look like they were t
I think warcraft 3 had it just right. Use the videos for the truly epic moments, those events that really changed everything. Even if I just watch it once, I'll never forget it.
Zomg... someone is on a roll! I love how you applied the elf scheme to the temple.
It is automatically created when you use it in a unit tag, as far as I know. However, you might also want to check out coreskins as the modeltype will be missing skins. And, obviously, no gear that is currently in-game will work by default with the modeltype, you'll have to make new items with the correct modeltype.
Great job. Let me just quote this from earlier. [quote] Now that the city is coming together, it is becoming obvious that we've used too much objects.The FPS drop is obvious and more severe than a normal city. When all the buildings are finished, I will go through them all and remove unnecessary crap. Ye be all warned. Think about that for future buildings.[/quote] You don't have to change anything on tiles you've made, but please keep it in mind for future
If you are refering to the internal thing called modeltype, yes.
I don't think it ever did. You can use the A_ stat modifier in strategical to affect your whole faction, or the tactical mana regen for tactical combat.
If you're talking about the builder's forge, he's in the creatures list for me.
I don't think so, I would've seen it. Not trying to sound smug or anything, I've just read all the posts since this was made. The player was most likely referencing this thread.
They are the highest level recruitable for empire players. They are also used for the high-end world spawn monster Elemental Lord, although it requires a level 9 spawnrating which, as far as I know, isn't reachable at this point. Edit: Nope, it's reachable.
Looks good to me.
[quote who="Stmorpheus" reply="3" id="2786611"]well i am not so sure they should never set foot in hostile territory. are you saying that you would NEVER attack a settlement with your sov? i think they should boot the sov dies for good in enemy territory rule. there should be a penalty, but i don't see why he should just die. i propose that you lose 2 essence points instead of 1. that would be better.[/quote] Against a player, with the curr
This problem should be fixed in both the multiplayer beta version, and the standard version. Just update your game through impulse.
The game doesn't function that way. Each building is in itself only capable of producing 1 output. To have a mix of buildings in one tile simply isn't possible. And no, there is no automation either when it comes to building things in the tile editor.
The enemy AI sovereign is STILL suiciding into my territory against an army, defending a city, with twice the combat rating of his army. The enemy AI sovereign should NEVER EVER EVER set foot in hostile territory. Period. Total gamebreaker.
Warhammer ones tend to be high quality as well. Dawn of war, mark of chaos, warhammer online and so on.
Yes. Yes it is. Edit: Just to be clear, I'm not saying the intro cost 10 mil. But cutscenes are EXTREMELY expensive.
The house looks perfect - and it has a low object count which makes me go [e digicons] I like the other building as well. Guild tribunal definitely. People will be the first to go (keep 2-3 for each building). Barrels, wines, grass, flowers and such. Stones definitely. Replace some of the monster-trees with less demanding trees (some of the swamp trees are insane).
Yes. The lower will be default, and the higher just included.
[quote who="1SuperG" reply="19" id="2785747"]That's like getting up and kicking over the chess board because it's taking to long for the opponent to strategize.... I understand some people want a fast game, sometimes I do too, but I'd rather see people given enough time to think out their moves a bit more.[/quote] The two are not mutually exclusive. The turns should be simultaneous, but the time should be generously adjusted so that if you want time to think, you can.
No, it is not possible. It is one of the things I requested access to here: https://forums.elementalgame.com/397444
Simultaneous turns are way too important to sacrifice for something like hotseat, in my opinion. I used to HATE trying to play heroes of might and magic and ragequitting after 20 minutes because 10 of those were spent waiting.