[quote who="Lord Xia" reply="15" id="2800967"]Thre is an Earthquake master spell that might wipe a town out, but you have to have a earth shard and it's late game, I might try and see what it can do tonight. [/quote] I've tried some of the mudslide & there was one other spell that slowed the enemy down .. absolutely no effect. Maybe the spell was bugged, has anyone had any luck with those type spells?
cpl_rk
[quote who="walter61939" reply="6" id="2800795"]Many thanks for the useful guide and for all the work you put into it. [/quote] It's amazing that a player can create a basic text manual that's 90% better than the manual that actually comes with the game. I liked the tech trees, functional & to the point. This is something very basic that most 4x games companies even create nice charts for (in fact, they even used to make posters of these in the good old da
[quote who="Lord Xia" reply="6" id="2800801"]There is a spell called blistering desert or some shit that removes everything on the tile, I use it to remove foresr to build all the time. And you just need to have a race of blond humans, like the Mancers, create a faction with egalitarian and choose pink as a color, and then play the game with them and make pink dress wearing archers. Boom and Slam, aka BOOMSLAM! [/quote] I always wondered about that spel
[quote who="otakucore2" reply="52" id="2800779"]Sorry in advance if this strikes anyone as flamebait. I've never participated in a beta before, so take this with a grain of salt: I don't see any difference whatsoever between the beta and release versions of Elemental. [/quote] Talk about catch-22: how could you see or not see any differences between the beta version & release version if you've never participated in the beta ver
Like you said we'll have to agree to disagree. You feel it's overpowered, I don't. It's powerful, sure, but not overpowered. 1.1 might change things quite a bit anyway as to mana & teleport, so it may be a moot point.
Pretty much everything the OP brought up has been mentioned in most of the threads, I would add extremely weak AI and extremely weak tactical battles at this point (move first you win). Those are the top two things that need fixing everything else is second behind these two in my opinion, but still certainly important.
[quote who="Nick-Danger" reply="56" id="2800159"] Imagine being able to instantly and cheaply move a tiger tank platoon anywhere in the world. Or the Yamato and 4 carriers + 7 other ships anywhere in the Pacific (or Atlantic or North Sea or...). That's the analogy that describes how the cheap teleport is over-powered. [/quote] Ok, the analogy is close but not quite right since the teleport does in fact cost 15 now. A sovereign isn
mostly I would agree with this, but: catapults should have a "shorter" range?? ... catapults need to be used against forts which was their primary target, there are at least two threads that cover this in great detail so I won't add any more. "two" rings and a necklace?? humans have 10 fingers, why not 10 rings and a necklace. I like having diversified weapon trees, the problem is not so much the tech trees as the lack of weapon differentiation in general, this ne
[quote who="Heavenfall" reply="7" id="2800114"]That would explain why some enemy units keep moving to a town even after it has been captured. They start moving when they are going to reinforce it, but by the time they get there, it has been conquered. Even if the conquering army is vastly superior, the tiny little unit will still attack. [/quote] Another thing that needs to be "fixed" about the AI. I also noticed last night after one of my towns that I
[quote who="jpeoples" reply="5" id="2800001"]Now I'm confused. I've turned the mini-map off and the icons still show up. Maybe I just didn't notice them before. The icons look quite small on a large monitor, but I can't believe my eyesight is quite that bad! [/quote] There's like three small toggles at the top, mini map is one, one enables terrain window (mouseover a terrain grid and it tell you here what it is), and the third is for production (if enabled it shows uni
[quote who="thimon2k" reply="4" id="2800053"]Thanks for the help. I did not notice the icon in the upper-right corner of the icon. My mistake - I guess I am getting too old (31 y.o) to play games . [/quote] I wouldn't be too hard on yourself, if the manual actually explained the contents of the game like it should many people wouldn't be having as many problems as they are. I'm still finding out basic things on a daily basis about this game because the
[quote who="Gaeb22" reply="18" id="2800071"] For instance, any custom faction I put together seems to have ridiculous advantages vs. regular factions. [/quote] I customized my sovereign, but I wasn't aware that you could customize factions in this game? There's nothing in the manual about it.
[quote who="MOIISKA" reply="14" id="2800054"]Chiba... you have a way to draw the trolls out. You complain and they smell something familiar, troll phermones perhaps and they fight for your love and attention within your troll posts. [/quote] "Troll Phermones," he he he. Aliens was on the other night & this reminded of that seen where burke pushed his head up against the container with the face-hugger. "Yeah, he really likes you Burke!"
[quote who="scifi1950" reply="8" id="2800014"]I for one find the current AI particularly inept at city placement, or should I say "spam happy". I don't hesitate to raze a city with -11 food, 1 gold, 1 tech research, and 1 arcane research. My rule of thumb is, if I wouldn't build a city there & it doesn't have any other redeming qualities, burn baby burn. [/quote] I had a very large AI city that was built in a "narrow" corridor in a large woods clump. It
[quote quoting="post"]Historically speaking, have you ever noticed that on some games, the reviewer consensus is much higher than the player consensus? And other times, the reviewer consensus is much lower than the player consensus. What do you think causes this? [/quote] I'd always put more weight with player reviews, since people generally buy the type of games they like (i.e. TB strategy game lovers will buy TBS games, FPS shooter lovers will buy shooter t
[quote who="Darvin3" reply="16" id="2799985"] You misunderstand what the "Master Archer" perk does. It doesn't make your archers any stronger, it makes it so you don't require any research to build them. You can pump out archers a few turns into the game, and start wiping out the AI's. Obviously not as useful on massive maps where you'll already have reached this tech by the time hostilities start. [/quote] Ok, thanks for that inf
[quote who="alaknebs" reply="3" id="2799970"]don't think they are linked to mini map. I don't use minimap and I get a spam of icons every turn (or at least it did.. haven't played 1.09e yet) [/quote] I just click each one, one-at-a-time. Caravans are very useful to be informed, because otherwise you won't be able to start the caravan route without hardship.
I think all updates take too long, but I haven't noticed any difference between this game & any other game, other than the large number of patches so soon after release.
I didn't see the thread on the first three pages, administrator must have removed it. [quote quoting="post"]Title says it all, Just deleting it without further notice?? If you could please tell me the reason so i know what went wrong... Somehow disappointing as well... [/quote] I read a post this morning where someone tried to dispute the "knowingly released a defective product," assertion that some other
[quote who="Gyb" reply="13" id="2799648"] Quoting Darvin3, reply 12 Agreed for the most part. I could argue metal-wise that with a custom faction with both Resourceful and Brilliant, and playing Kingdom, I could have an Axe-wielding troop by about turn 16, but is that really game changing? Probably not. But the 10 materials from resourceful IS game-changing,b ecause it means I can start producing a pioneer at turn 2 as Kingdom. Without that +10 mate
[quote who="Darvin3" reply="12" id="2799645"]The benefit of "resourceful" is essentially a gamble. If you can scavenge some materials in the first few turns, it's a moderate boost, but not worth sinking an entire faction perk into. If you can't scavenge some materials... this is game-changing, putting you ten turns ahead of where you'd otherwise be. Problem is, you don't know until you're actually in the game which trait is worthwhile. [/quote] I can agree with
There's a unit tab in the upper right under the mini-map that opens up and adds a unit icon every turn when a new unit appears.
[quote quoting="post"]Pretty self explanatory. I can't seem to find a way to demolish a settlement after it's been built. There has to be a way I could have sworn I saw it once... [/quote] I still don't understand why anyone would destroy a settlement that provides resources for you? Even if it's a new settlement that has nothing, it's functional utility as a teleportation hub, caravan node, and item-shop post are great even if you use it for nothi
[quote who="Nick-Danger" reply="53" id="2799595"] Obviously my arguments are lost on you, as yours are on me, so we'll have to agree to disagree. [/quote] Ok, I agree that teleportation is powerful, but not "over-powered." Teleportation in-and-of-itself won't win the game for you, whether it cost 0 mana or 10,000 mana to use. Tiger tanks could be destroyed, and so was the Yamato.
[quote who="katalist" reply="35" id="2799456"]Stopped reading after "1 GB of Ram" [/quote] You missed a lot. We discussed that in depth since the back-of-the-box minimum system requirements state 1GB "available" RAM