stein220
[quote who="Kongdej" reply="3" id="3218328"]But aren't we rebuilding civilization after some great disaster war? Meaby put a city in a wildland or something though Sincerely ~ Kongdej[/quote] Yeah, in my initial idea it was just a raw settlement with no "buildings", just a crappy little hamlet where peasants have banded together after all of the destruction. Like a bandit camp but it has women and children and people who aren't violen
It's not terribly consistent, but during some of the larger battles, certain sound effects don't play for the whole battle, but some do. I was playing as Altar last night and using a lot of axe-wielding troops like the Chosen and Redwatch. Their strikes would often be muted when they hit enemies, but music and other sounds and hits did play. On the bright side, I didn't encounter any slowdowns.
There could also be a few special cities like this that are more built up already (more buildings, good stats, some special ability) and they could be more for the midgame. the requirements to get them could be higher to reflect their better value (tougher defenders and quest, higher price, etc.)
at least fishing resources, increasing your food per "grain/soil/farmland"
[quote who="Kongdej" reply="1" id="3218304"]You can turn off "Auto select next unit" in the options. Sincerely ~ Kongdej[/quote] cool, thanks. i will try that.
Along with (in lieu of?) using pioneers to settle new cities, what if there were some neutral settlements that you could acquire as cities in various ways? The settlements would likely have no buildings and minimal population like new settlements from pioneers. These might be: 1. conquering them with troops like enemy cities (at the cost of increased unrest, and maybe less influence) 2. completing a quest for the inhabitants. any empire could get the que
sometmes I'm crafting this elaborate strategy and setting up epic build queues (not really) and the interface keeps jumping me back to some idle group of soldiers waiting outside their city. maybe it would be better to put z's next to them like idle cities? Also, being able to set rally points for units would help with this too a little.
[quote who="BlackRainZ" reply="1" id="3213268"]It is easy to select an outpost when you have soldiers on it or to select anything which is under a stack. Just click two times. The first click will select the troops, the second click (on the same tile) will select the outpost.[/quote] Thanks for the tip. I've accidentally done this but didn't quite realize how I was doing it. That said, garrisoning troops would still be a cool feature, maybe as a bonus from certai
allow outposts to garrison troops. whether or not this is implemented, if there are ungarrisoned troops on an outpost tile, there should be an easy way to select the outpost. Often times i have soldiers on it to guard it but then I can't select the outpost itself if I want to upgrade it. If I'm missing something, let me know.
When talking about this game with friends, I just call it "Fallen Enchantress" because it's easier to say. It's a cool game title and I don't think the word "Elemental" really adds anything to it. Having "Elemental" in the logo would be fine though to connect the lore to the previous game. Random events: Plague - all cities' populations drop, cities don't lose levels though. Mite invasion: mites spawn all over the map and set up new lairs <
I deal with a mana requirement or something.
"Re-settle-able" likely isn't a word in English but in the world of Elemental it should be. I had a forest drake wander into my territory from Resolin fairly early on (my sov and champ were probably around level 4 or 5) and obliterate 1 of my 3 cities. Maybe I should've built a warden closer to it so all my borders were covered. Not sure if a warden would stop a forest drake. Given that I was hemmed in by other empires, the loss of that city was game o
another hint. it's not in the forums, it's actually more official.
I'll give you a hint. The answer is on this site somewhere.
farmland is fine.
or if governing champions just randomly went into battle against discontented townspeople or rowdy drifters and had to knock some heads to keep them in line. yeah, running a town ain't so easy, is it, Lisbeth the Light?
[quote who="littlejonnyninja" reply="2" id="3210377"]Or have "Trade & Equip" double as "Trade & Use"[/quote] exactly!
Crop yield?
maybe a ditch or something. I'd be ok, if a city of one specialization could get the lowest tier buildings from another, but only the upgrades for their own. Don't fortresses get studies after all?
It would be more convenient if I could make champions "use" (i.e. Read I guess) skill books right from the trade screen. Currently, if I want a champion (and not my sovereign, to read a book, I have to trade the book then go into the normal equip screen to make them read it.
[quote who="seanw3" reply="1" id="3209167"]No. The point of a non-aggression pact is that you can't cancel it and declare war. What would be the point if you could?[/quote] The point would be have some assurance that you don't need to guard a border for a while. Germany had a non-aggression pact with the Soviet Union until July of 1941 (when they invaded). That said, I see what you're saying in game-play terms; it would seem a bit trifling. A way to imp
[quote who="Frogboy" reply="113" id="3208869"]Go into the sfx directory and click on FemAdv1_CrazyDeath1 and FemADv1_CrazyDeath2.[/quote] hnnnnggggg!!!!! sorry, that made me giggle more than it really should have.
I would say optimize for the middle since it seems a lot of the other settings seem to be done that way. I'm playing small right now just to get the hang of the changes but will be likely be playing more mediums later.
My thinking was that the number is basically a rating, and the soil has to be of a certain quality (presence of topsoi and nutrients, water, lack of salt and rocks, etc) which the number quantifies. The unbuildable tiles essentially have a 0 soil rating so you can't grow crops on them, but there is clearly dirt there.